Re: Class design (again)

From:
"Michael" <mchlgibs@aol.com>
Newsgroups:
comp.lang.c++
Date:
22 Feb 2007 11:01:05 -0800
Message-ID:
<1172170865.183244.31770@k78g2000cwa.googlegroups.com>

Code similar to the following was suggested as a improvement. I have
modified it so it should compile on gcc. In the posters example
acceleration had also been moved from Body to Integrator, in the wider
context of my code I don't think I can do this. Here is the new class
design:


<excerpts follow>

class Integrator {
public:
  bool integrate();
  void selectIntegrator(IntegratorType t, Body &b);

private:
  IntegratorImpl *m_impl;

};

class Body
{
public:
  bool integrate() { return m_integrator.integrate(); }

  void selectIntegrator( Integrator::IntegratorType type )
  {
      m_integrator.selectIntegrator( type, *this );
  }
};

class IntegratorImpl {
public:
  IntegratorImpl(Body &b) : m_body( &b ) {}

  virtual bool integrate() = 0;

protected:
  Body *m_body;

};

class EulerIntegrator : public IntegratorImpl {
public:
  EulerIntegrator(Body &m_body) : IntegratorImpl(m_body) {}

  bool integrate() {
     // do Euler integration
     m_body->velocity_x += m_body->acceleration_x * m_body->dt;
     m_body->position_x += m_body->velocity_x * m_body->dt;
     // etc...
     cout << "Euler integration called" << endl;
     return true;
  }

};

I believe this is an improvement over my original code but that this
solution would construct lots of largely empty integrator objects,
which only contain a pointer to Body. Is it possible to avoid this?
And also perhaps the overhead caused by the Integrator object? Are
there other solutions I should consider?


I would suggest you change this:
    IntegratorImpl(Body &b) : m_body( &b ) {}
    virtual bool integrate() = 0;

To
    IntegratorImpl() {}
    virtual bool integrate(Body& b) = 0;

Right now, your IntegratorImpl has 2 responsibilities:
1) Store Body
2) Implement integration strategy

My suggestion is to get rid of responsibility 1. (OO guideline -
classes should have exactly 1 responsibility. Not always 100% true,
but a good guideline.)

Once you have done that, then you don't need to allocate a new
strategy object each time you set the integration strategy - instead
you can implement your various strategies as Singletons, and just
store a pointer to each in the selectIntegrator method (note: you
would not own that pointer, so you shouldn't delete it). That way, if
you have 5 strategies and 1000 bodies, you would only have 5 strategy
objects, not 1000.

Michael

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