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Pointers

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I created a node class, but i got a problem since i want the node class integrated in my engine and i wanna link a node to every class eg: nodes: Root->Child->Child-> etc etc Engine->Rendering->Gui etc etc My question is: How do i link them. I can't create a pointer to the classes because the Rendering class isnt the same as the Engine class and because the nodes are uniform i can only point to one type of class from within a node. Any suggestions?

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If you want do this you should make all those classes inherit from a basic node class. Then you can use it as such only without the nice names (rather GetParent(), GetChild(), etc, or you must create them explicitly). But why would you want it? There is no such parent/child relationship between an engine and its renderer or between a renderer and the GUI. Such relationships are reflected better by different designs.


Greetz,

Illco

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Quite similar, although I get the feeling I'm missing your point:

class CRenderer
{
CEngine* m_pEngine;
}


You could construct it like this:

CEngine* pEngine = new CEngine();

CEngine::CEngine()
{
m_pRenderer = new CRenderer( this );
}

CRenderer::CRenderer( CEngine* pEngine)
{
m_pEngine = pEngine;
}

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Quote:
Original post by Illco
Quite similar, although I get the feeling I'm missing your point:

class CRenderer
{
CEngine* m_pEngine;
}


You could construct it like this:

CEngine* pEngine = new CEngine();

CEngine::CEngine()
{
m_pRenderer = new CRenderer( this );
}

CRenderer::CRenderer( CRenderer* pRenderer )
{
m_pEngine = pRenderer;
}



I think you've got a typo
shouldn't it be

CRenderer::CRenderer( CEngine* pEngine)
{
m_pEngine = pEngine;
}

?

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Well, you can, but 99 times out of 100 you don't want to. Think about it. If the pointer is untyped then how would you use it? Every time you wanted to use it you'd have to cast it to the correct type. And if you were ever wrong...

Enigma

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