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Home/ Questions/Q 7922023
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Editorial Team
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Editorial Team
Asked: June 3, 20262026-06-03T16:48:35+00:00 2026-06-03T16:48:35+00:00

is this ok? im basically replacing a call to a single function referencing globals,

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is this ok? im basically replacing a call to a single function referencing globals, by a class encapsulating all game entities and logic, the following is how i would like to call the new class in main, was just wondering what is the general c++ guru consensus on this.

class thingy
{
public:
    thingy()
    {
        loop();
    }
    void loop()
    {
        while(true)
        {
            //do stuff

            //if (something)
                //break out
        }
    }
};

int main (int argc, char * const argv[]) 
{
    thingy();
    return 0;
}
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  1. Editorial Team
    Editorial Team
    2026-06-03T16:48:37+00:00Added an answer on June 3, 2026 at 4:48 pm

    It’s not common to have a constructor that contains the game/events/… loop, the usual way to do stuff like that is to use the constructor to set up the object, and then provide a separate method that starts the lengthy elaboration.

    Something like this:

    class thingy
    {
    public:
        thingy()
        {
            // setup the class in a coherent state
        }
    
        void loop()
        {
            // ...
        }
    };
    
    int main (int argc, char * const argv[]) 
    {
        thingy theThingy;
        // the main has the opportunity to do something else
        // between the instantiation and the loop
        ...
        theThingy.loop();
        return 0;
    }
    

    Actually, almost any GUI framework provides an “application” object that behaves just like that; taking e.g. the Qt framework:

    int main(...)
    {
        QApplication app(...);
        // ... perform other initialization tasks ...
        return app.exec(); // starts the event loop, typically returns only at the end of the execution
    }
    
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