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	<title>Comments on: Planning Systems (3 of 5)</title>
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		<title>By: Ashley</title>
		<link>http://jacwright.com/blog/20/planning-systems/comment-page-1/#comment-8684</link>
		<dc:creator>Ashley</dc:creator>
		<pubDate>Thu, 26 Nov 2009 10:28:10 +0000</pubDate>
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		<description>Reuse is the best part. I strongly suggest it in all the places. You can never good at creation if you are not good at avoiding to create one but by reusing something else.</description>
		<content:encoded><![CDATA[<p>Reuse is the best part. I strongly suggest it in all the places. You can never good at creation if you are not good at avoiding to create one but by reusing something else.</p>
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		<title>By: Jacob Wright</title>
		<link>http://jacwright.com/blog/20/planning-systems/comment-page-1/#comment-1085</link>
		<dc:creator>Jacob Wright</dc:creator>
		<pubDate>Sat, 04 Nov 2006 23:35:00 +0000</pubDate>
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		<description>Because I wanted the articles to be language neutral.  The biggest thing I was attempting to instill was a different way of thinking, of picturing a system in your mind. Code will come later. :)</description>
		<content:encoded><![CDATA[<p>Because I wanted the articles to be language neutral.  The biggest thing I was attempting to instill was a different way of thinking, of picturing a system in your mind. Code will come later. :)</p>
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		<title>By: hiren</title>
		<link>http://jacwright.com/blog/20/planning-systems/comment-page-1/#comment-1082</link>
		<dc:creator>hiren</dc:creator>
		<pubDate>Sat, 04 Nov 2006 17:18:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.jacwright.com/blog/?p=20#comment-1082</guid>
		<description>only one question : why didn&#039;t you showed any code in all five articals ?</description>
		<content:encoded><![CDATA[<p>only one question : why didn&#8217;t you showed any code in all five articals ?</p>
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		<title>By: joshbuhler.com &#187; Intro to OOP</title>
		<link>http://jacwright.com/blog/20/planning-systems/comment-page-1/#comment-44</link>
		<dc:creator>joshbuhler.com &#187; Intro to OOP</dc:creator>
		<pubDate>Sat, 06 Aug 2005 05:23:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.jacwright.com/blog/?p=20#comment-44</guid>
		<description>[...] Part 3: Planning Systems [...]</description>
		<content:encoded><![CDATA[<p>[...] Part 3: Planning Systems [...]</p>
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		<title>By: Jacob Wright</title>
		<link>http://jacwright.com/blog/20/planning-systems/comment-page-1/#comment-24</link>
		<dc:creator>Jacob Wright</dc:creator>
		<pubDate>Mon, 18 Jul 2005 14:50:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.jacwright.com/blog/?p=20#comment-24</guid>
		<description>Good question.  I will discuss more about reusing objects in the final article of the five written on object oriented programming.  To answer your question however, the base reason for object oriented programming as discussed in the &lt;a href=&quot;http://www.jacwright.com/blog/18/an-introduction-to-object-oriented-programming/&quot; title=&quot;An Introduction to Object Oriented Programming&quot; rel=&quot;nofollow&quot;&gt;introduction&lt;/a&gt; is for organization.  Reuse is made easier with it.  But making an object reusable takes more time.  If it will not be applicable to more than one application, it does not need to have any extra effort spent to be made reusable.

In addition, there are times when the code is simple enough that throwing together a procedural script is faster and better than doing it object oriented.

Do you find yourself ever copying and pasting code from a previous project?  Or do you rewrite code from another project?  These are times that a reusable object may help.  For example, my brother wrote a 3D engine object that would help him make 3D stuff in Flash for whatever project he is working on.  You may want a reusable score keeper object or a connection object that regulated the data of two players so that they may play a game against each other.

I hope these may answer some of your questions.  Good luck OOPing!</description>
		<content:encoded><![CDATA[<p>Good question.  I will discuss more about reusing objects in the final article of the five written on object oriented programming.  To answer your question however, the base reason for object oriented programming as discussed in the <a href="http://www.jacwright.com/blog/18/an-introduction-to-object-oriented-programming/" title="An Introduction to Object Oriented Programming" rel="nofollow">introduction</a> is for organization.  Reuse is made easier with it.  But making an object reusable takes more time.  If it will not be applicable to more than one application, it does not need to have any extra effort spent to be made reusable.</p>
<p>In addition, there are times when the code is simple enough that throwing together a procedural script is faster and better than doing it object oriented.</p>
<p>Do you find yourself ever copying and pasting code from a previous project?  Or do you rewrite code from another project?  These are times that a reusable object may help.  For example, my brother wrote a 3D engine object that would help him make 3D stuff in Flash for whatever project he is working on.  You may want a reusable score keeper object or a connection object that regulated the data of two players so that they may play a game against each other.</p>
<p>I hope these may answer some of your questions.  Good luck OOPing!</p>
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		<title>By: Paul Lamonby</title>
		<link>http://jacwright.com/blog/20/planning-systems/comment-page-1/#comment-23</link>
		<dc:creator>Paul Lamonby</dc:creator>
		<pubDate>Sun, 17 Jul 2005 11:34:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.jacwright.com/blog/?p=20#comment-23</guid>
		<description>Very interesting articles, Im just learning OOP and this is the best &#039;real-world&#039; example I have read so far.

But 1 question (well several really, but...) is always at the back of my mind, When you are planning a project in OOP, do we think only about that project when writing &#039;re-useable&#039; code, or do we also think about future projects that could &#039;re-use&#039; the code?

The reason I ask is that most of my applications are small, bespoke and unique games. (I use game development as a way of testing new practices and ideas, I find games a good way to focus on planning, coding, UI, etc and all in a fun way with a useable product at the end.)

To learn OOP I am re-writing some of these games to integrate classes, but I am finding that the classes are only relevent to each game, so therefore I am wondering if I need to use them at all, when the 9 or 10 existing functions work the game fine?

I still want to put them into OOP just as a learning tool, but have you found a limit as to when OOP is needed and when not?</description>
		<content:encoded><![CDATA[<p>Very interesting articles, Im just learning OOP and this is the best &#8216;real-world&#8217; example I have read so far.</p>
<p>But 1 question (well several really, but&#8230;) is always at the back of my mind, When you are planning a project in OOP, do we think only about that project when writing &#8216;re-useable&#8217; code, or do we also think about future projects that could &#8216;re-use&#8217; the code?</p>
<p>The reason I ask is that most of my applications are small, bespoke and unique games. (I use game development as a way of testing new practices and ideas, I find games a good way to focus on planning, coding, UI, etc and all in a fun way with a useable product at the end.)</p>
<p>To learn OOP I am re-writing some of these games to integrate classes, but I am finding that the classes are only relevent to each game, so therefore I am wondering if I need to use them at all, when the 9 or 10 existing functions work the game fine?</p>
<p>I still want to put them into OOP just as a learning tool, but have you found a limit as to when OOP is needed and when not?</p>
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		<title>By: Jacob Wright</title>
		<link>http://jacwright.com/blog/20/planning-systems/comment-page-1/#comment-9</link>
		<dc:creator>Jacob Wright</dc:creator>
		<pubDate>Tue, 28 Jun 2005 22:40:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.jacwright.com/blog/?p=20#comment-9</guid>
		<description>UML stands for Unified Modeling Language.  It is a standard way to draw models of an application.</description>
		<content:encoded><![CDATA[<p>UML stands for Unified Modeling Language.  It is a standard way to draw models of an application.</p>
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		<title>By: Andrew</title>
		<link>http://jacwright.com/blog/20/planning-systems/comment-page-1/#comment-8</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Tue, 28 Jun 2005 20:25:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.jacwright.com/blog/?p=20#comment-8</guid>
		<description>Wow.  Good stuff.  What is UML anyway?</description>
		<content:encoded><![CDATA[<p>Wow.  Good stuff.  What is UML anyway?</p>
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