in reply to Re^2: So much interconnectedness - good or bad?
in thread So much interconnectedness - good or bad?

take something like Car, Engine, Tires, Brakes & Steering

If your "Tires" module requires something from any of those other modules, you've got the wrong design for "Tires"; likewise for Engine, Brakes and Steering. Obviously, a "Car" object needs instances of the other four objects, but there is a limit to how "intimate" the Car should be regarding the internals of the others. Really good design means knowing how to maintain a modicum of simplicity, both in the individual pieces and in how they are assembled.

  • Comment on Re^3: So much interconnectedness - good or bad?

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of Cars, Tyres and Factories
by Random_Walk (Prior) on Dec 17, 2004 at 13:45 UTC

    Tyres may not appear to know much about the car at first but dig a little deeper. The tyres will have a speed rating and contact area that is designed to match the power of the engine, a pressure setting and characteristics that interact with the suspension setup, a compound that will provide reasonable ballance between grip and wear in that application. Although all these are hard coded into the tyres on your car/bike/tractor/aircraft the knowlege had better be there somewhere

    I guess we could better have a tyre factory ;) that interacts with car/plane/bike/suppermarket trolley to churn out the tyre that does the job and a car that provides its characteristics to the tyre factory (or even a car factory that....)

    Cheers,
    R.