That (flyweight strategy) doesn't really solve the problem since you still end up destroying objects in a random order. It will help with multiple objects from the same module having a special order that is required (so long as you design your own way to keep track of this special order which may boil down to you reimplementing your own form of reference counting), but if you have two modules that reference each other in some general way, then using a END-based destructor is just as bad as Perl's global destruction problem (except that Perl's problem will be fixed soon).

        - tye (but my friends call me "Tye")

In reply to (tye)Re3: Tie & Destroy, OOP by tye
in thread Tie & Destroy, OOP by Flame

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