C++: Replacing Long Switch() Statement with Indexed Array? -


to create game object dynamically, take objecttypeid, unsigned int, , let compare within long switch() statement. if appropriate swith case found, create object , store it. because have 90 game objects, switch() long , growing 300 objects.

to avoid long switch() statement, , improve speed, perfect candidate taking advantage of indexed array store object types (objecttypeid increases 0 upward). is there way, how store object type within array?

i use this:

  • aobjecttypesarray[objecttypeid] *pnewdynamicobject = new aobjecttypesarray[objecttypeid];

can advise me, please, how take advantage of dynamic array indexing in case, , how avoid long switch() statement? advice might differ idea, key use array indexing , remove long switch() statement.

an easier way create factories use template create factory method , store using function pointer or perhaps boost::function or std::function if they're available.

for example, given objects:

#include <iostream>  struct gameobject {     virtual ~gameobject() {}     virtual void foo() const = 0; };  struct exampleobject : gameobject {     void foo() const { std::cout << "exampleobject::foo\n"; } }; 

we can use template define generic object factory:

template <typename object> gameobject* object_factory() const {     return new object(); }; 

define vector store function pointers factory methods:

#include <vector>  typedef gameobject*(*factory_ptr)(); std::vector<factory_ptr> factories; 

then add object factories using like:

int example_object_id = factories.size(); factories.push_back(&object_factory<exampleobject>); 

and later create object with:

gameobject* obj = factories[example_object_id](); 

here's complete example:

#include <iostream> #include <vector>  template <typename baseobject> class game_object_factory {     template <typename object>     static baseobject* create_object()     {          return new object();     };      typedef baseobject*(*factory)();     std::vector<factory> factories;  public:     template <typename object>     int register_type()     {         int index = factories.size();         factories.push_back(&create_object<object>);         return index;     }      baseobject* create(int id) const {         return factories[id]();     } };  struct gameobject {     virtual ~gameobject() {}     virtual void foo() const = 0; };  struct example1 : gameobject {     void foo() const { std::cout << "example1::foo\n"; } };  struct example2 : gameobject {     void foo() const { std::cout << "example2::foo\n"; } };  int main() {     game_object_factory<gameobject> factory;      int obj1_id = factory.register_type<example1>();     int obj2_id = factory.register_type<example2>();      // should use smart pointer here simplify memory management.     gameobject* obj = factory.create(obj2_id);     obj->foo();     delete obj; } 

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