Let’s analyze the game Tetris.  That game had a lot of different pieces of various shapes and sizes. If you were to program this game, you know that you will need to maintain a collection of pieces.  There are a number of strategies that could be used in order to maintain these separate blocks as classes.  On one hand you could have a single class that stores a 2D array of square locations and each of the 4 rotation orientations of each shape.  On the other hand, you could use inheritance to have a parent class that stores the 2D array of pieces, but then have a child class for each piece type that only stores its own 4 orientations.  This logic would follow similarly for functionality in terms of movement and rotation logic as well.  In the box below, what strategy do you think makes the most sense and why.  Is there anything further you would add to this structure to make it even better?

Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
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Let’s analyze the game Tetris.  That game had a lot of different pieces of various shapes and sizes.

If you were to program this game, you know that you will need to maintain a collection of pieces.  There are a number of strategies that could be used in order to maintain these separate blocks as classes.  On one hand you could have a single class that stores a 2D array of square locations and each of the 4 rotation orientations of each shape.  On the other hand, you could use inheritance to have a parent class that stores the 2D array of pieces, but then have a child class for each piece type that only stores its own 4 orientations.  This logic would follow similarly for functionality in terms of movement and rotation logic as well.  In the box below, what strategy do you think makes the most sense and why.  Is there anything further you would add to this structure to make it even better? 

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