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#Actualfir

Posted 17 August 2013 - 04:59 AM

 

all my data practicaly are few big global tables of instances only

 

ya sure, globals everywhere.. why not? tongue.png

 

Surely it's faster to hack together a small simple program like this... but do you really think companies investing millions should approach their software with the same careless attitude you show here?

 

Global state is a proven major source of bugs and general impossibility to maintain a software that grows beyond a certain size.. most modern language design is targeted towards eliminating global state and shared state. They DO require more thinking and pre-design of your code, but that's what might save the company from ending up with an unmanageable mess of spaghetti code.

 

I hope you understand that trying to propose a bunch of big global state in C-style as solution to any problem is going to get you out of any decent job interview in 30 seconds.

 

 

I do not know how would it be in a very large game project

I was not talkin on that, this would quite different topic 

 

Many big systems are written in c so they probably are build around some global tables [?] and it is not necessary a  mess

 

But this is different topic - (though interesting to: are big c-code system build around of bunch of some big global tables with data ?- this 'globalness' is no problem for me necessary, worse thing is that they are static sized tables and i do not know how achive flexibility in such static array approach, If they use a linked list with heavy malloc free it would be slow i think, maybe some mixed approach linked arrays or something like that - I do not know)

 

[but this all is maybe a kind of digression so maybe I will cut it here - though if somebody do know (depth architecture of some big c-based systems) I would like to know about it its interesting to learn]


#2fir

Posted 17 August 2013 - 04:55 AM

 

all my data practicaly are few big global tables of instances only

 

ya sure, globals everywhere.. why not? tongue.png

 

Surely it's faster to hack together a small simple program like this... but do you really think companies investing millions should approach their software with the same careless attitude you show here?

 

Global state is a proven major source of bugs and general impossibility to maintain a software that grows beyond a certain size.. most modern language design is targeted towards eliminating global state and shared state. They DO require more thinking and pre-design of your code, but that's what might save the company from ending up with an unmanageable mess of spaghetti code.

 

I hope you understand that trying to propose a bunch of big global state in C-style as solution to any problem is going to get you out of any decent job interview in 30 seconds.

 

 

I do not know how would it be in a very large game project

I was not talkin on that, this would quite different topic 

 

Many big systems are written in c so they probably are build around some global tables [?] and it is not necessary a  mess

 

But this is different topic - (though interesting to: are big c-code system build around of bunch of some big global tables with data ?- this 'globalness' is no problem for me necessary, worse thing is that they are static sized tables and i do not know how achive flexibility in such static array approach, If they use a linked list with heavy malloc free it would be slow i think, maybe some mixed approach linked arrays or something like that - I do not know)

 

[but this all is maybe a kind of digression so maybe I will cut it here - though if somebody do know I would like to know that]


#1fir

Posted 17 August 2013 - 04:46 AM

 

all my data practicaly are few big global tables of instances only

 

ya sure, globals everywhere.. why not? tongue.png

 

Surely it's faster to hack together a small simple program like this... but do you really think companies investing millions should approach their software with the same careless attitude you show here?

 

Global state is a proven major source of bugs and general impossibility to maintain a software that grows beyond a certain size.. most modern language design is targeted towards eliminating global state and shared state. They DO require more thinking and pre-design of your code, but that's what might save the company from ending up with an unmanageable mess of spaghetti code.

 

I hope you understand that trying to propose a bunch of big global state in C-style as solution to any problem is going to get you out of any decent job interview in 30 seconds.

 

 

I do not know how would it be in a very large game project

I was not talkin on that, this would quite different topic 

 

Many big systems are written in c so they probably are build

around some global tables [?] and it is not necessary a

 mess

 

But this is different topic - (though interesting to: are big 

c-code system build around of bunch of some big global tables with data - this globalness is no problem for me

necessary, worse thing is that they are static sized tables)

 

[but this is a kind of digression so maybe I will cut it

here - though if somebody do know I would like to know that]


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