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Re: Cocoa and Computational Expense
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Re: Cocoa and Computational Expense


  • Subject: Re: Cocoa and Computational Expense
  • From: Roland King <email@hidden>
  • Date: Sun, 21 Jun 2009 14:17:56 +0800


On Jun 21, 2009, at 1:50 PM, Justin Carlson wrote:


Finally, on a side note and because this is my first OOP, just how big should a class get? Just as a rule of thumb. I have 700 lines and 50 methods in my MyDocument class and it seems positively bloated to me.

It probably is too large, but I really couldn't answer this considering the amount of information provided. I tend to use relatively small objects, many of my objc classes are quite small 2 or 3 ivars and around 100 lines of implementation. I also use a fair amount of C++. My C++ classes are even smaller, though I am more interested in reuse than a lot of programmers out there.

One thing I've started doing with my classes which were getting a bit out of hand is using categories to split them up into different source files and group task-related methods together. For instance in a recent (and still-unfinished) piece of game code, I made it possible to define a level in XML and used the XML event-driven parser to parse it. Each class is responsible for parsing its related XML so I ended up with a load of such methods sprayed around the class files which were already getting a little unwieldy. So I moved them all to categories YourClass ( XMLParse ) and put them in separate files. This has certainly made my code easier to read, when I'm working on the 'real' code I'm in one set of files, when I'm adding some XML-related stuff, I'm elsewhere. Currently I have separate files for each class which parses XML but actually I could probably have put them all in one or two. _______________________________________________


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 >Re: Cocoa and Computational Expense (From: Justin Carlson <email@hidden>)

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