Skip to main content
12 events
when toggle format what by license comment
Aug 17, 2012 at 23:04 comment added 3Dave @MrBeast do you mean more complex/more error prone, less complex/error prone, or "why not prefer it?"
Aug 17, 2012 at 22:21 answer added 3Dave timeline score: 2
Aug 17, 2012 at 21:13 history edited Tetrad
edited tags
Aug 3, 2012 at 11:49 vote accept jcora
Jul 27, 2012 at 1:17 history edited user1430 CC BY-SA 3.0
removed the "list of X" aspect of the question
Jul 27, 2012 at 1:16 comment added user1430 MI doesn't really address "bloat" issues either, as inheriting an excess of interface from a parent class or classes is more a symptom of poorly using an inheritance mechanism rather than of single versus multiple inheritance. The same "bloat" can be achieved in a composition-oriented approach to a problem, as well.
Jul 27, 2012 at 1:14 answer added user1430 timeline score: 10
Jul 26, 2012 at 22:43 comment added API-Beast Well, its more complex and less error prone, so why prefer it?
Jul 26, 2012 at 20:09 history tweeted twitter.com/#!/StackGameDev/status/228582927951343617
Jul 26, 2012 at 18:19 comment added user13213 If your classes are already so neat that you can seamlessly inherit them together in any way you like, they might as well be components already. Components also allow composition/aggregation at runtime
Jul 26, 2012 at 18:17 comment added House Multiple inheritance is similar to entity systems, but it's not the same. For example, multiple inheritance entities cannot have components added and removed at run-time. Not all languages support multiple inheritance either. You could also consider composition to be in the same category vs entity/components.
Jul 26, 2012 at 17:45 history asked jcora CC BY-SA 3.0