Object Oriented Programming Advanced Usage – Arma Reforger
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{{Feature|informative|This guideline requires the understanding of | {{Feature|informative|This guideline requires the understanding of {{Link|Arma Reforger:Object Oriented Programming Basics}}.}} | ||
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Casting is the act of "presenting" a value as another type. For example, if a class hierarchy is {{hl|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. | Casting is the act of "presenting" a value as another type. For example, if a class hierarchy is {{hl|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. | ||
< | <enforce> | ||
class Animal {} | class Animal {} | ||
class Dog : Animal {} | class Dog : Animal {} | ||
class Cocker : Dog {} | class Cocker : Dog {} | ||
class Labrador : Dog {} | class Labrador : Dog {} | ||
</ | </enforce> | ||
=== Upcasting === | === Upcasting === | ||
Upcasting means seeing the class as one of its parents: | Upcasting means seeing the class as one of its parents: | ||
< | <enforce> | ||
void Method() | void Method() | ||
{ | { | ||
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Animal animal = cocker; // OK, as a cocker is an animal | Animal animal = cocker; // OK, as a cocker is an animal | ||
string sentence = cocker; // error: cocker does -not- inherit from string | string sentence = cocker; // error: cocker does -not- inherit from string | ||
} | } | ||
</ | </enforce> | ||
=== Downcasting === | === Downcasting === | ||
Downcasting means seeing a parent class as a specific child - this must be done by manually casting: | Downcasting means seeing a parent class as a specific child - this must be done by manually casting: | ||
< | <enforce> | ||
void Method(Dog dog) | void Method(Dog dog) | ||
{ | { | ||
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Cocker cocker2 = Cocker.Cast(dog); // OK: manual casting tells the code "the developer knows what he is doing" | 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 | // if 'dog' is not castable as a Cocker, null is returned - the code does not crash | ||
} | } | ||
</ | </enforce> | ||
=== Manual Casting === | === Manual Casting === | ||
< | <enforce> | ||
void Method() | void Method() | ||
{ | { | ||
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string value3 = "result = " + (bool)value2; // "result = true", as a non-zero integer is true when casted to bool | string value3 = "result = " + (bool)value2; // "result = true", as a non-zero integer is true when casted to bool | ||
} | } | ||
</ | </enforce> | ||
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{{Feature|informative|The generic type is by convention declared by the {{hl|T}} letter.}} | {{Feature|informative|The generic type is by convention declared by the {{hl|T}} letter.}} | ||
< | <enforce> | ||
// template class Item with generic type T | // template class Item with generic type T | ||
class Item<Class T> | class Item<Class T> | ||
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Print(m_data); | Print(m_data); | ||
} | } | ||
} | } | ||
</ | </enforce> | ||
< | <enforce> | ||
void Method() | void Method() | ||
{ | { | ||
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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" | |||
} | |||
</enforce> | |||
== Modding == | |||
A mod can inherit/replace an existing class with the use of the {{hl|modded}} keyword.<br> | |||
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 {{hl|[[Arma Reforger:Object Oriented Programming Basics#super|super]]}} to access the original class) but also allows '''{{hl|private}}''' methods and functions access and modification. | |||
When a modded class is declared, the modded class will be instanced instead of the original class. | |||
{{Feature|important|Only classes within the same module can be modded (to mod a class in e.g {{hl|GameLib}} module, the modded class has to be placed in the {{hl|GameLib}} module).}} | |||
<enforce> | |||
// game | |||
class A | |||
{ | |||
private string m_sPrivateString = "something said"; | |||
void Say() | |||
{ | |||
Print("original Say method"); | |||
Print(m_sPrivateString); | |||
} | |||
} | |||
void Test() | |||
{ | |||
A a = new A(); // "class A" is instanced | |||
a.Say(); // prints "original Say method" then "something said" | |||
} | |||
// mod | |||
modded class A // this class automatically inherits from the original class A | |||
{ | |||
override void Say() | |||
{ | |||
m_sPrivateString = "modded said"; | |||
Print("modded Say method"); | |||
super.Say(); | |||
} | |||
} | |||
void TestModded() | |||
{ | |||
A a = new A(); // "modded class A" is instanced | |||
a.Say(); // prints "modded Say method" then "original Say method" and "modded said" | |||
} | } | ||
</ | </enforce> | ||
{{GameCategory|armaR|Modding|Guidelines|Scripting}} | {{GameCategory|armaR|Modding|Guidelines|Scripting}} |
Latest revision as of 23:48, 29 September 2024
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.
Upcasting
Upcasting means seeing the class as one of its parents:
Downcasting
Downcasting means seeing a parent class as a specific child - this must be done by manually casting:
Manual Casting
Template
A template is a class that allows a generic management for multiple types. Its methods cannot assume anything about the type.
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) but also allows private methods and functions access and modification.
When a modded class is declared, the modded class will be instanced instead of the original class.