
Hey,
Yes, that makes sense. Still, how would the "World" object look?
How do I do a list of abstract base classes in haskell?
On Tue, 18 May 2010 22:08:31 +0800
Lyndon Maydwell
You would likely not use a void function and instead map over the objects in the world:
updateWorld :: World -> World updateWorld = fmap update
This way your functions can remain pure.
On Tue, May 18, 2010 at 9:28 PM,
wrote: Hi,
Thanks, I think I am starting to get it :). But let me extend my example. Assume, (in C++) ScreenObject also has a abstract function "update" implemented in SpaceShip and Rocket and doing something completly different for both of them. Now there are a lot of ScreenObjects in the "world" which have to be updated in every frame. This is done by having a list of pointers to ScreenObjects (objects) and a updateWorld function which looks like this (simplified):
void updateWorld() { for(o in objects) o->update(); }
How would you model this in haskell? Thanks! Nathan
On Tue, 18 May 2010 11:33:08 +0200 edgar klerks
wrote: He Nathan,
I would create an data type (SpaceObject), which holds the Position and an object. Then I create a typeclass for SpaceObject, which has the function move in it. Functions which all objects have are moved in the typeclass:
type Position = (Double, Double)
data SpaceObject a = SO a Position
data RocketObject = RocketObject { stuff :: String }
data SpaceShipObject = SpaceShipObject { bla :: Int }
type Rocket = SpaceObject RocketObject type SpaceShip = SpaceObject SpaceShipObject
class ScreenObject a where move :: a -> Position -> a
instance ScreenObject (SpaceObject obj) where move (SO obj (x,y) ) (dx, dy) = SO obj (x + dx, y + dy) ~
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On Tue, May 18, 2010 at 5:21 AM,
wrote: Hi,
I learning haskell and I am trying to understand how model certain things in it. As I have been doing a lot of C++ programming so far. Let's imagine we want to write a game. In the game there are spaceships and rocks (image something like astroids :) ). Now both spaceships and rocks have a position and can move. Spaceships can shoot, while rocks can explode. In C++, I would do (simplified):
class ScreenObject { float x,y; void move(dx,dy){x+=dx;y+=dy;} };
class Spaceship : public ScreenObject { void shoot(){...} };
class Rocket : public ScreenObject { void explode(){...} };
But what would I do in haskell? Ok, I can define a typeclass "ScreenObjectType" that has a move function (taking an object, retuning an moved object). But I do not want to implement "move" for both Spaceship and Rocket. Can I somehow give a default implementation for move that works on any datatype having an "x" and "y" element? Or what would I do? Can I somehow define a "base datatype" holding a x and y member form which Spaceship and Rocket derive? I feel like I am thinking to much OOP here. But the point is, I guess, that I want to avoid code duplication!
So I guess, it comes down to the questions: How would you model the scenario described above in haskell?
Thanks! Nathan _______________________________________________ Beginners mailing list Beginners@haskell.org http://www.haskell.org/mailman/listinfo/beginners
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