Timeline for UnsupportedOperationException vs Interface Segregation
Current License: CC BY-SA 4.0
13 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Aug 3, 2022 at 8:00 | vote | accept | Stefan Rendevski | ||
| Aug 2, 2022 at 14:12 | comment | added | Jared Smith | en.wikipedia.org/wiki/Entity_component_system | |
| Aug 2, 2022 at 7:32 | comment | added | Stefan Rendevski | "How does the UI client know whether a card has an ability or not?" My initial idea was to separate the UI and the core gameplay layer. So, the gameplay layer would expose its state via events, for example record CardDrawnEvent(String name, CardAbility primaryAbiltiy, CardAbility sacrificeAbility, CardAbiltiy allyAbility). The client would use the data from these events to build up its own classes/state, and add whatever validations might be helpful, or convenient for a user. | |
| Aug 2, 2022 at 7:27 | comment | added | Stefan Rendevski | CardAbility is an interface/abstract class (haven't made the final decision yet) that represents an ability a card might have. For example, DrawCardsAbility, GainHealthAbility would be concrete implementations | |
| Aug 2, 2022 at 6:58 | comment | added | Bergi | "the game's UI client would not allow it" - how would that work? How does the UI client know whether a card has an ability or not? | |
| Aug 2, 2022 at 6:54 | comment | added | Bergi | What is CardAbiltiy? You might be on the right track there. | |
| Aug 2, 2022 at 0:00 | history | tweeted | twitter.com/StackSoftEng/status/1554255734338211843 | ||
| Aug 1, 2022 at 18:45 | history | became hot network question | |||
| Aug 1, 2022 at 14:26 | answer | added | Filip Milovanović | timeline score: 4 | |
| Aug 1, 2022 at 14:25 | answer | added | amon | timeline score: 20 | |
| Aug 1, 2022 at 11:42 | answer | added | Doc Brown | timeline score: 3 | |
| Aug 1, 2022 at 11:35 | answer | added | Robert Bräutigam | timeline score: 1 | |
| Aug 1, 2022 at 10:45 | history | asked | Stefan Rendevski | CC BY-SA 4.0 |