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» SmaugMuds.org » Codebases » AFKMud Support & Development » C++ Conversion
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C++ Conversion
< Newer Topic :: Older Topic > C++ benifits?

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Post is unread #1 Mar 11, 2005, 4:44 am
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Exodus
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What exactly prompted the decison to convert the codebase to C++? Are there any particular benifits in doing this, or was it just to allow compiling under newer versions of GCC? I think the latest was 3.4.3 or something.
       
Post is unread #2 Mar 11, 2005, 3:22 pm
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Cam

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JoinedJan 1, 2002

Hmm... the benefits of OO programming? Yikes... that's a tough one ;p I think a conversion like this was a long time coming since the ability to use classes and advanced programming techniques just can't be realized in a c environment.

It's amazing to me, actually, that there haven't been more C++ codebases since it's obviously been available for quite a while. I think the biggest problem is finding someone who can untangle the convoluted mess that was SMAUG and make it into anything remotely readable, much less convertible ;)

Once things are moved to C++ you can start to realize the benefits of inheritance and even small things (to some) such as actual string handling ;p

Not doing the converting, I can't speak for all of the reasons but only for what small amount I know of the differences between the languages.
       
Post is unread #3 Mar 12, 2005, 8:54 pm
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Samson
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Well in all honesty I'm not sure anymore why we're doing it. But I will say that having the ability to use C++ strings will be well worth it even if that's the only tangible benefit people see. Strings which don't overflow their buffers and functions to manipulate them that make a hell of alot more sense than trying to walk arrays of characters.

STL lists are far safer to use than the LINK/UNLINK macros too, so that will be of great benefit to people. std::bitset allows for what appear to be limitless bitvectors, vs the 128bit cap on the EXT_BV hack structure, that conversion has been done on all bitvector sets. File stream IO seems to be far less picky about the way you handle them, so that will be helpful too. There are some instances where std::map comes into play and makes the data that uses them much easier to fiddle with.

In the end, it's not trying to become a convoluted mass of inhereted classes and structs, with templates out the wazoo, but merely something that leverages what works to make life easier.
       
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