Date: Fri, 3 Apr 2026 22:22:27 -0400
On Fri, Apr 3, 2026 at 10:07 PM Muneem via Std-Proposals
<std-proposals_at_[hidden]> wrote:
>
> The problem is why use branch constructs to branch through multiple branches that call the same functions on a list of objects?
>
> Please tell me what am I missing?
What you're missing is that what you said doesn't describe an actual
problem. It describes your desired solution, phrased in the form of a
problem.
When you say "use branch constructs to branch through multiple
branches that call the same functions on a list of objects", what you
are describing is the code you want to write. That is not a "problem";
it is an implementation of a solution to a problem. The "problem" is
the thing that made you think that writing this code in this way was a
thing you should be doing.
For example, I could say that I have a series of polymorphic classes
derived from a shared base that allows the derived classes to respond
to an arbitrary set of events with behavior specific to that class. I
could also say that I have a series of classes that contain an
event-receiver, allowing them to respond to an arbitrary set of events
with behavior specific to that class. Maybe I could even "use branch
constructs to branch through multiple branches that call the same
functions on a list of objects".
But none of those are the problem I'm trying to solve; they're just
the *implementation* of the problem I'm trying to solve. That problem
being "I have a series of game entities that need to be able to
respond to similar events in different ways, specific to the nature of
that entity."
That's what a problem description looks like.
<std-proposals_at_[hidden]> wrote:
>
> The problem is why use branch constructs to branch through multiple branches that call the same functions on a list of objects?
>
> Please tell me what am I missing?
What you're missing is that what you said doesn't describe an actual
problem. It describes your desired solution, phrased in the form of a
problem.
When you say "use branch constructs to branch through multiple
branches that call the same functions on a list of objects", what you
are describing is the code you want to write. That is not a "problem";
it is an implementation of a solution to a problem. The "problem" is
the thing that made you think that writing this code in this way was a
thing you should be doing.
For example, I could say that I have a series of polymorphic classes
derived from a shared base that allows the derived classes to respond
to an arbitrary set of events with behavior specific to that class. I
could also say that I have a series of classes that contain an
event-receiver, allowing them to respond to an arbitrary set of events
with behavior specific to that class. Maybe I could even "use branch
constructs to branch through multiple branches that call the same
functions on a list of objects".
But none of those are the problem I'm trying to solve; they're just
the *implementation* of the problem I'm trying to solve. That problem
being "I have a series of game entities that need to be able to
respond to similar events in different ways, specific to the nature of
that entity."
That's what a problem description looks like.
Received on 2026-04-04 02:22:40
