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PhilCK
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Are cyclic dependencies a common thing in games dev? I ask as I keep getting into situation where I'm using and have been told more than once that they should be avoided.

I am wondering if this is just a what people say as a general rule of thumb in the software development business. and that the nature of game programming produces such dependencies.

// Foo
#include <Bar.hpp>
class Foo {
    bar& m_bar;
};

and

// Bar
class Foo;
class Bar {
    Foo* m_foo;
};

I do this alot in Ruby, but dynamic languages are more forgiving in this instance, where as static ones, not so much.

Are cyclic dependencies a common thing in games dev? I ask as I keep getting into situation where I'm using and have been told more than once that they should be avoided.

I am wondering if this is just a what people say as a general rule of thumb in the software development business. and that the nature of game programming produces such dependencies.

Are cyclic dependencies a common thing in games dev? I ask as I keep getting into situation where I'm using and have been told more than once that they should be avoided.

I am wondering if this is just a what people say as a general rule of thumb in the software development business. and that the nature of game programming produces such dependencies.

// Foo
#include <Bar.hpp>
class Foo {
    bar& m_bar;
};

and

// Bar
class Foo;
class Bar {
    Foo* m_foo;
};

I do this alot in Ruby, but dynamic languages are more forgiving in this instance, where as static ones, not so much.

Source Link
PhilCK
  • 590
  • 2
  • 12

Cyclic Dependencies.

Are cyclic dependencies a common thing in games dev? I ask as I keep getting into situation where I'm using and have been told more than once that they should be avoided.

I am wondering if this is just a what people say as a general rule of thumb in the software development business. and that the nature of game programming produces such dependencies.