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Re: Lady Aleena's first working module

by CountZero (Bishop)
on Oct 05, 2009 at 06:18 UTC ( [id://799166]=note: print w/replies, xml ) Need Help??


in reply to Lady Aleena's first working module

Lady Aleena,

Welcome to the world of module writers! You have made a big step, it is almost as a rite of passage.

An important part of module writing is choosing a good name for your modules. As you are likely to write many more modules, the naming should both be consistent and clearly convey the use of the module.

Perhaps another name for your modules could be Games::ADD::Alignment::Random and Games::ADD::Effect::Random.

And later you could add other modules, all under the Games::ADD::... namespace, such as Games::ADD::Utilities which can contain various subroutines (or methods) useful in all your other modules, such as a general subroutine which does the $attribute[rand @attribute] choosing.

If you want to avoid the if ... then ... elsif ... elsif ... else ... you can think of another data-structure where you use a hash whose keys are the attribute names and whose values are an array-reference to the list of possible attribute values. It would then become trivially easy to expand the list of attributes, just by adding to the data-structure, without having to edit the if ... then ... elsif ... elsif ... else ... code. One could even consider putting the attribute values into a configuration file, so your code doesn't even have to change one bit when you change the attributes.

CountZero

A program should be light and agile, its subroutines connected like a string of pearls. The spirit and intent of the program should be retained throughout. There should be neither too little or too much, neither needless loops nor useless variables, neither lack of structure nor overwhelming rigidity." - The Tao of Programming, 4.1 - Geoffrey James

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