Yes, my thoughts - since I'm not as technical as the rest of you: BowlingGame class "runs the game a calls each frame to 'process'" - frames (1-10 aFrame objects) - score (aScore object) - currentFrame
Frame class "frame handles #throws, pins remaining, and lets Game know when to advance to next frame - frameEnd" - frame# - throws (1-3 aThrow objects - aFrame controls 10th frame 3rd throw) - score (numeric) Throw class - frame (the frame I belong to) - throw# (incremental numeric 1-3) - pinsKnockedDown (0-10) Score class - frames (same as BowlingGame class) - methods to calculate score, once a frame score has been determined, it is stored on the frame and the score calc simply picks that up and moves forward on each successive score calc (after each throw - called from inside of aFrame) This will be a fun little diversion. I'll create a simple UI and engine that will randomly return a number of pinsKnockedDown when pressing the spacebar to roll the next ball. On Fri, Sep 25, 2020 at 3:11 PM DavidBajger <baj...@gmail.com> wrote: > Thanks for your reply! Anyway.. wow, 3 lines of code, I'd like to see > that! I > didn't really get into FLP (except some small howeworks on University and > that's alraeady forgotten), so I don't know, what is the advantage here. I > thought that Pharo (Smalltalk) can be considered as functional language > too, > because of blocks. If there wouldn't be any exception handling, would Pharo > code be so compact as well (e.g. by using #inject:into:)? > > > > > > ----- > David Bajger > -- > Sent from: http://forum.world.st/Pharo-Smalltalk-Users-f1310670.html > -- Russ Whaley whaley.r...@gmail.com