Object Oriented Programming Advanced Usage – Arma Reforger
Lou Montana (talk | contribs) m (Fix typo, Add super link) |
m (Fixed errors in examples) |
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Item<int> intItem = new Item<int>(72); // template class Item declared with type "int". In Item<int> class, all Ts are substituted with 'int' | Item<int> intItem = new Item<int>(72); // template class Item declared with type "int". In Item<int> class, all Ts are substituted with 'int' | ||
stringItem.PrintData(); // prints "m_data = 'Hello!'" | |||
intItem.PrintData(); // prints "m_data = 72" | |||
} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Line 121: | Line 121: | ||
Print("modded Say method"); | Print("modded Say method"); | ||
super.Say(); | super.Say(); | ||
} | } | ||
}; | }; | ||
Revision as of 08:10, 7 July 2022
Casting
Casting is the act of "presenting" a value as another type. For example, if a class hierarchy is Animal > Dog > Cocker, a dog is an animal, a cocker is a dog (that is an animal), but a dog is not especially a cocker.
class Animal {}
class Dog : Animal {}
class Cocker : Dog {}
class Labrador : Dog {}
Upcasting
Upcasting means seeing the class as one of its parents:
void Method()
{
Cocker cocker = new Cocker();
Animal animal = cocker; // OK, as a cocker is an animal
string sentence = cocker; // error: cocker does -not- inherit from string
};
Downcasting
Downcasting means seeing a parent class as a specific child - this must be done by manually casting:
void Method(Dog dog)
{
Cocker cocker1 = dog; // error: "Dog" is too generic to be casted as Cocker - it could be e.g a Labrador
Cocker cocker2 = Cocker.Cast(dog); // OK: manual casting tells the code "the developer knows what he is doing"
// if 'dog' is not castable as a Cocker, null is returned - the code does not crash
Cocker cocker3;
cocker3.Cast(dog); // alternative method
}
Manual Casting
void Method()
{
float value1 = 4.9;
int value2 = value1; // value2 = 4 as integer casting -truncates- the value, not rounds it
string value3 = "result = " + (bool)value2; // "result = true", as a non-zero integer is true when casted to bool
}
Template
A template is a class that allows a generic management for multiple types. Its methods cannot assume anything about the type.
// template class Item with generic type T
class Item<Class T>
{
protected T m_data;
void Item(T data)
{
m_data = data;
}
void SetData(T data)
{
m_data = data;
}
T GetData()
{
return m_data;
}
void PrintData()
{
Print(m_data);
}
};
void Method()
{
Item<string> stringItem = new Item<string>("Hello!"); // template class Item declared with type "string". In Item<string> class, all Ts are substituted with 'string'
Item<int> intItem = new Item<int>(72); // template class Item declared with type "int". In Item<int> class, all Ts are substituted with 'int'
stringItem.PrintData(); // prints "m_data = 'Hello!'"
intItem.PrintData(); // prints "m_data = 72"
}
Modding
A mod can inherit/replace an existing class with the use of the modded keyword.
It is used to inject inherited class into class hierarchy without modifying other scripts (especially suitable in modding). A modded class behaves like a class inherited from the original class (one can use super to access the original class). When a modded class is declared, the modded class will be instanced instead of the original class. Only classes within the same module can be modded (to mod a class in e.g GameLib module, the modded class has to be placed in the GameLib module).
// game
class A
{
void Say()
{
Print("original Say method");
}
};
// mod
modded class A // this class automatically inherits from the original class A
{
void Say()
{
Print("modded Say method");
super.Say();
}
};
void Test()
{
A a = new A(); // "modded class A" is instanced
a.Say(); // prints 'modded Say method' then 'original Say method'
}