When playing Pokemon With Too Many Types, we had to come up with a different tracking solution when working out type effectiveness.
Having a big grid with row and column labels could have been used for this.
Note: that in that situation it would have also been a grid of unknown initial dimensions, so care would have needed to be taken to make sure keys were correct when adding new rows/columns.
I don't think this sort of use case would be common, if it was then a dynamically growing grid might make sense.
Problem description
When playing Pokemon With Too Many Types, we had to come up with a different tracking solution when working out type effectiveness. Having a big grid with row and column labels could have been used for this.
Note: that in that situation it would have also been a grid of unknown initial dimensions, so care would have needed to be taken to make sure keys were correct when adding new rows/columns. I don't think this sort of use case would be common, if it was then a dynamically growing grid might make sense.