I have a theory question rather than an error report.
I'm a rookie C++ programmer, trying to promote that away
Using the VC++ VS2008 compiler
I am often finding myself wondering WHY I want to take some actions in header files.
For example look at this code block:
#include "DrawScene.h"
#include "Camera.h"
#include "Player.h"
#include "Grid.h"
#include "InputHandler.h"
#include "GameState.h"
class Controller
{
public:
private:
public:
Controller();
~Controller(){}
void Update();
private:
};
And the hooked up CPP file , controller.cpp along with it
#include "stdafx.h"
#include "glut.h"
#include "Controller.h"
#include <iostream>
Grid* grid_ptr = new Grid();
InputHandler* inputHandler_ptr = new InputHandler();
DrawScene* drawScene_ptr = new DrawScene();
GameState* gameState_ptr = new GameState();
Controller::Controller()
{
}
void Controller::Update()
{
}
What is a good way to decide which includes go where? So far I've been going with the " whatever works" method but I find it somewhat unprofessional.
Now even though you can say my code has X syntax errors and design flaws, please do, but the focal point I would appreciate that information remains on the use of .h VS .cpp files.
Why is there even such a design? And what are the pits and traps to always be treading lightly around when making any kind of OOP based C++ program?
What sparked this question for me btw was that I wanted to notify the reader of the header file there will be objects stored in the controller but assigning these uninitialized objects seemed impossible without making them static.
Note: I stem from C# --> C++ , might help to know. That's kind of my perspective on code at this point.
Thank you in advance for you efforts!
EDIT: 26/08/2010 18:16
So the build time is the essence of good includes. Is there more to be cautious about?