Object-Oriented 'Save Game' Techniques?
GreyArtist asks: "I took a course in C++ a year ago in which the instructor claimed that global (file-scope or inter-file-scope) variables were antiquated and not to be used under any circumstances. I immediately thought of a counter argument that involved the method I use for saving game data. The games (and many of the other programs) I write use not only global variables, but consecutive global variables declared in their own separate module. To save the game (or user settings) to file, I simply save a single large segment of data that contains all the necessary information. How do other coders do it? Would they create a 'MyObject.savemyself()' method for every object in their game? Do they save all the game code along with the data? Either way, it seems like a horrid case of code (or data) bloat. What do you die-hard object-oriented fanatics have to say about this, and what method they would you use for saving games?"
:) You make a singleton called "Prefs" and each module stores its values in a map under its own key (and in GCC, the key could be as easy as __PRETTY_FUNCTION__)
Declare various global variables.
Save game state into them.
On Save Game, write block of memory out.
How can this fail, let me count the ways:
And that's just what I can come up with before my morning coffee.
Look, I disagree with your instructer about "global variables are NEVER needed" - what, then are stdout/stderr/stdin/cout/cin/cerr, if not global variables?
However, global variables are like salt - a little may be needed, but too much will raise your blood pressure.
Again, this is before my morning coffee, but here's a couple of techniques that are better:
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