new to unity so please ignore if I sound stupid.
I have to scripts references in a script. Example, script A and B are referenced in script C.
I need to store script A and B variable names in a another variable so that I can use that variable in conditioning.
private FemalePlayerAnimations femalePlayerAnimations;
private MalePlayerAnimations malePlayerAnimations;
private Variable variable; // Got Problem Here
void Awake()
{
femalePlayerAnimations = GetComponent<FemalePlayerAnimations>();
malePlayerAnimations = GetComponent<MalePlayerAnimations>();
}
void Start()
{
if(1 + 1 = 2) // Some Condition
{
variable = femalePlayerAnimations;
}
else if(1 + 2 = 3) // Some Another Condition
{
variable = malePlayerAnimation;
}
}
Thanks in advance.
If I understand your question correctly, you'll need to use inheritence and have your male/female animations inherit from the same base class.
i.e.
public abstract class BasePlayerAnimator : MonoBehavior {}
public class MalePlayerAnimator : BasePlayerAnimator {}
public class FemalePlayerAnimator : BasePlayerAnimator {}
Real question though is why do you need two different classes for male/female animations? wouldn't a single class with 2 different instances cover your needs?
I have a feeling you don't simply want the name of the variable as a string.
The logic you are trying to implement here won't work. You can't have a variable that holds the FemalePlayerAnimations class hold a MalePlayerAnimations class.
You should reconsider the design of your program as you can have two different instances (prefabs) of the same theoratical PlayerAnimations class. This is how Animation Controllers work in Unity.
Alternatively you could use a boolean field to store states, for example: bool useFemaleAnimations that is changed in the conditions and implement the correct "script" where applicable.
I am using Play Framework 2.3 I am using the scala template engine to create my views and Java elsewhere.
My model extends an abstract parameterised object like so... (pseudo code)
Abstract object:
public abstract class MyObject<T> {
// various bits
public class MyInnerObject {
// more stuff
}
}
Model object (singleton)
public class SomeModel extends MyObject<SomeBean> {
public static SomeModel getInstance() {
if (instance == null)
instance = new SomeModel();
return instance;
}
// more bits
}
I then pass the model to the view from another view helper:
#MyHelper(SomeModel.getInstance())
MyHelper scala view template:
#*******************************************
* My helper
*******************************************#
#(myObj: some.namespace.MyObject[_])
#import some.namespace.MyObject
#doSomething(myInnerObj: MyObject[_]#MyInnerObject) = {
#* do some stuff *#
}
#for(myInnerObj <- myObj.getInnerObjects()) {
#doSomething(myInnerObj)
}
However I get an error on the line #doSomething(myInnerObj: MyObject[_]#MyInnerObject) stating
unbound wildcard exception
I am not sure the correct Scala syntax to avoid this error I had naively assumed that I could use the _ to specify arbitrary tyope but it won't let me do this.
What is the correct syntax?
UPDATE 1
Changing the method definition to:
#doSomething[T](myInnerObj: MyObject[T]#MyInnerObject)
gives further errors:
no type parameters for method doSomething: (myInnerObj:[T]#MyInnerObject)play.twirl.api.HtmlFormat.Appendable exist so that it can be applied to arguments (myObj.MyInnerObject)
--- because ---
argument expression's type is not compatible with formal parameter type;
found : myObj.MyInnerObject
required: MyObject[?T]#MyInnerObject
It would seem that the Twirl templating engine does not support this syntax currently, although I'm not 100% sure.
I can solve the problem by removing the doSomething method completely...
#*******************************************
* My helper
*******************************************#
#(myObj: some.namespace.MyObject[_])
#import some.namespace.MyObject
#for(myInnerObj <- myObj.getInnerObjects()) {
<div>#myInnerObj.getSomeProperty()</div>
}
But I am bout 10% happy with the solution... It works at least but it feels very restricting that I cannot delegate to methods to help keep my code maintainable. By the look of the comments the problem seems to be a limitation in Twirl, not allowing type arguments for functions in views.
Note: I have accepted this answer as it removes the original problem of the exception however this is only because the solution I want doesn't exist... yet.
I want to create specific Object according to the type argument.
Pseudo code looks like this.
sub new {
my $type = shift;
if($type eq "S1") {$interface = X->new(); }
if($type eq "S2") {$interface = Y->new(); }
etc...
return $interface;
}
Options might be:
Substitute "package" name with $type argument. Requires package name coordination with $type.
Use Hash{S1 => X} in the Master constructor to select Value according to $type passed. Requires Hash maintenance when adding new
Object types.
I don't like any of above. Looking trully polimorphic way to accomplish that.
Thank You,
k
Your best option would likely be to use a factory pattern. A factory method takes the parameters for creating an instance of your class, then decides which object to instantiate and return from that. This can also make dependency injection easier for testing.
You'd probably be looking at something like this (in Java-esque code), with an employee object:
public class EmployeeFactory
{
public static create(String type)
{
switch (type) {
case type1:
return new EmployeeTypeOne();
case type2:
return new EmployeeTypeTwo();
default:
throw new Exception("Unrecognized type");
}
}
}
Your employees would inherit from a common interface or abstract class. You can use the factory to handle constructor parameters as well if you prefer, just try to keep things fairly reasonable (don't pass a million parameters - the factory should internally handle complex objects)
See http://refactoring.com/catalog/replaceConstructorWithFactoryMethod.html for more information.
You might like Module::PluginFinder for that. Create all your specific types in a specific namespace and give them each some identifying (constant? sub?) that the main dispatcher will then use to identify which class handles a given type.
I am starting studying OOP and I want to learn what constitutes a class. I am a little confused at how loosely some core elements are being used and thus adding to my confusion.
I have looked at the C++ class, the java class and I want to know enough to write my own pseudo class to help me understand.
For instance in this article I read this (.. class attribute (or class property, field, or data member)
I have seen rather well cut out questions that show that there is a difference between class property and class field for instance What is the difference between a Field and a Property in C#?
Depending on what language I am studying, is the definition of
Property
Fields
Class variables
Attributes
different from language to language?
"Fields", "class variables", and "attributes" are more-or-less the same - a low-level storage slot attached to an object. Each language's documentation might use a different term consistently, but most actual programmers use them interchangeably. (However, this also means some of the terms can be ambiguous, like "class variable" - which can be interpreted as "a variable of an instance of a given class", or "a variable of the class object itself" in a language where class objects are something you can manipulate directly.)
"Properties" are, in most languages I use, something else entirely - they're a way to attach custom behaviour to reading / writing a field. (Or to replace it.)
So in Java, the canonical example would be:
class Circle {
// The radius field
private double radius;
public Circle(double radius) {
this.radius = radius;
}
// The radius property
public double getRadius() {
return radius;
}
public void setRadius(double radius) {
// We're doing something else besides setting the field value in the
// property setter
System.out.println("Setting radius to " + radius);
this.radius = radius;
}
// The circumference property, which is read-only
public double getCircumference() {
// We're not even reading a field here.
return 2 * Math.PI * radius;
}
}
(Note that in Java, a property foo is a pair of accessor methods called getFoo() and setFoo() - or just the getter if the property is read-only.)
Another way of looking at this is that "properties" are an abstraction - a promise by an object to allow callers to get or set a piece of data. While "fields" etc. are one possible implementation of this abstraction. The values for getRadius() or getCircumference() in the above example could be stored directly, or they could be calculated, it doesn't matter to the caller; the setters might or might not have side effects; it doesn't matter to the caller.
I agree with you, there's a lot of unnecessary confusion due to the loose definitions and inconsistent use of many OO terms. The terms you're asking about are used somewhat interchangeably, but one could say some are more general than others (descending order): Property -> Attributes -> Class Variables -> Fields.
The following passages, extracted from "Object-Oriented Analysis and Design" by Grady Booch help clarify the subject. Firstly, it's important to understand the concept of state:
The state of an object encompasses all of the (usually static) properties of the object plus the current (usually dynamic) values of each of these properties. By properties, we mean the totality of the object's attributes and relationships with other objects.
OOP is quite generic regarding certain nomenclature, as it varies wildly from language to language:
The terms field (Object Pascal), instance variable (Smalltalk), member object (C++), and slot (CLOS) are interchangeable, meaning a repository for part of the state of an object. Collectively, they constitute the object's structure.
But the notation introduced by the author is precise:
An attribute denotes a part of an aggregate object, and so is used during analysis as well as design to express a singular property of the class. Using the language-independent syntax, an attribute may have a name, a class, or both, and optionally a default expression: A:C=E.
Class variable: Part of the state of a class. Collectively, the class variables of a class constitute its structure. A class variable is shared by all instances of the same class. In C++, a class variable is declared as a static member.
In summary:
Property is a broad concept used to denote a particular characteristic of a class, encompassing both its attributes and its relationships to other classes.
Attribute denotes a part of an aggregate object, and so is used during analysis as well as design to express a singular property of the class.
Class variable is an attribute defined in a class of which a single copy exists, regardless of how many instances of the class exist. So all instances of that class share its value as well as its declaration.
Field is a language-specific term for instance variable, that is, an attribute whose value is specific to each object.
I've been doing oop for more than 20 years, and I find that people often use different words for the same things. My understanding is that fields, class variables and attributes all mean the same thing. However, property is best described by the stackoverflow link that you included in your question.
Generally fields, methods, static methods, properties, attributes and class (or static variables) do not change on a language basis... Although the syntax will probably change on a per language basis, they will be function in the way you would expect across languages (expect terms like fields/data members to be used interchangably across languages)
In C#....
A field is a variable that exists for a given instance of a class.
eg.
public class BaseClass
{
// This is a field that might be different in each instance of a class
private int _field;
// This is a property that accesses a field
protected int GetField
{
get
{
return _field;
}
}
}
Fields have a "visibility" this determines what other classes can see the field, so in the above example a private field can only be used by the class that contains it, but the property accessor provides readonly access to the field by subclasses.
A property lets you get (sometimes called an accessor) or set (sometimes called a mutator) the value of field... Properties let you do a couple of things, prevent writing a field for example from outside the class, change the visibility of the field (eg private/protected/public). A mutator allows you to provide some custom logic before setting the value of a field
So properties are more like methods to get/set the value of a field but provide more functionality
eg.
public class BaseClass
{
// This is a field that might be different in each instance of a class
private int _field;
// This is a property that accesses a field, but since it's visibility
// is protected only subclasses will know about this property
// (and through it the field) - The field and property in this case
// will be hidden from other classes.
protected int GetField
{
// This is an accessor
get
{
return _field;
}
// This is a mutator
set
{
// This can perform some more logic
if (_field != value)
{
Console.WriteLine("The value of _field changed");
_field = value;
OnChanged; // Call some imaginary OnChange method
} else {
Console.WriteLine("The value of _field was not changed");
}
}
}
}
A class or static variable is a variable which is the same for all instances of a class..
So, for example, if you wanted a description for a class that description would be the same for all instance of the class and could be accessed by using the class
eg.
public class BaseClass
{
// A static (or class variable) can be accessed from anywhere by writing
// BaseClass.DESCRIPTION
public static string DESCRIPTION = "BaseClass";
}
public class TestClass
{
public void Test()
{
string BaseClassDescription = BaseClass.DESCRIPTION;
}
}
I'd be careful when using terminology relating to an attribute. In C# it is a class that can be applied to other classes or methods by "decorating" the class or method, in other context's it may simply refer to a field that a class contains.
// The functionality of this attribute will be documented somewhere
[Test]
public class TestClass
{
[TestMethod]
public void TestMethod()
{
}
}
Some languages do not have "Attributes" like C# does (see above)
Hopefully that all makes sense... Don't want to overload you!
Firstly, you need to select a language. For example, I would recommend you to select Ruby language and community. Until you select a language, you cannot escape confusion, as different communities use different terms for the same things.
For example, what is known as Module in Ruby, Java knows as abstract class. What is known as attributes in some languages, is known as instance variables in Ruby. I recommend Ruby especially for its logical and well-designed OOP system.
Write the following in a *.rb file, or on the command line in irb (interactive Ruby interpreter):
class Dog # <-- Here you define a class representing all dogs.
def breathe # <-- Here you teach your class a method: #breathe
puts "I'm breathing."
end
def speak # <-- Here you teach your class another method: #speak
puts "Bow wow!"
end
end
Now that you have a class, you can create an instance of it:
Seamus = Dog.new
You have just created an instance, a particular dog of class Dog, and stored it in the constant Seamus. Now you can play with it:
Seamus.breathe # <-- Invoking #breathe instance method of Seamus
#=> I'm breathing.
Seamus.speak # <-- Invoking #speak instance method of Seamus
#=> Bow wow!
As for your remaining terminology questions, "property" or "attribute" is understood as "variable" in Ruby, almost always an instance variable. And as for the term "data member", just forget about it. The term "field" is not really used in Ruby, and "class variable" in Ruby means something very rarely used, which you definitely don't need to know at this moment.
So, to keep the world nice and show you that OOP is really simple and painless in Ruby, let us create an attribute, or, in Ruby terminology, an instance variable of Dog class. As we know, every dog has some weight, and different dogs may have different weights. So, upon creation of a new dog, we will require the user to tell us dog's weight:
class Dog
def initialize( weight ) # <-- Defining initialization method with one argument 'weight'
#weight = weight # <-- Setting the dog's attribute (instance variable)
end
attr_reader :weight # <-- Making the dog's weight attribute visible to the world.
end
Drooly = Dog.new( 16 ) # <-- Weight now must provide weight upon initialization.
Drooly.weight # <-- Now we can ask Drooly about his weight.
#=> 16
Remember, with Ruby (or Python), things are simple.
I discovered in my question that Properties as defined in .Net are just a convenience syntax for code, and they are not tied to underlying variables at all (except for Auto-Implemented Properties, of course). So, saying "what is the difference between class property and class field" is like saying: what is the difference between a method and an attribute. No difference, one is code and the other is data. And, they need not have anything to do with each other.
It is really too bad that the same words, like "attribute" and "property", are re-used in different languages and ideologies to have starkly different meanings. Maybe someone needs to define an object-oriented language to talk about concepts in OOP? UML?
In The Class
public class ClassSample
{
private int ClassAttribute;
public int Property
{
get { return ClassAttribute; }
set { ClassAttribute = value; }
}
}
In the Program
class Program
{
static void Main(string[] args)
{
var objectSample = new ClassSample();
//Get Object Property
var GetProperty = objectSample.Property;
}
}
I could use some really good links that explain Generics and how to use them. But I also have a very specific question, relater to working on a current project.
Given this class constructor:
public class SecuredDomainViewModel<TDomainContext, TEntity> : DomainViewModel<TDomainContext, TEntity>
where TDomainContext : DomainContext, new()
where TEntity : Entity, new()
public SecuredDomainViewModel(TDomainContext domainContext, ProtectedItem protectedItem)
: base(domainContext)
{
this.protectedItem = protectedItem;
}
And its creation this way:
DomainViewModel d;
d = new SecuredDomainViewModel<MyContext, MyEntityType>(this.context, selectedProtectedItem);
Assuming I have 20 different EntityTypes within MyContext, is there any easier way to call the constructor without a large switch statement?
Also, since d is DomainViewModel and I later need to access methods from SecuredDomainViewModel, it seems I need to do this:
if (((SecuredDomainViewModel<MyContext, MyEntityType>)d).CanEditEntity)
But again "MyEntityType" could actually be one of 20 diffent types. Is there anyway to write these types of statements where MyEntityType is returned from some sort of Reflection?
Additional Info for Clarification:
I will investigate ConstructorInfo, but I think I may have incorrectly described what I'm looking to do.
Assume I have the DomainViewModel, d in my original posting.
This may have been constructed via three possible ways:
d = new SecuredDomainViewModel<MyContext, Order>(this.context, selectedProtectedItem);
d = new SecuredDomainViewModel<MyContext, Invoice>(this.context, selectedProtectedItem);
d = new SecuredDomainViewModel<MyContext, Consumer>(this.context, selectedProtectedItem);
Later, I need to access methods on the SecuredDomainViewModel, which currently must be called this way:
ex: if (((SecuredDomainViewModel<MyContext, Order)d).CanEditEntity)
ex: if (((SecuredDomainViewModel<MyContext, Invoice)d).CanEditEntity)
ex: if (((SecuredDomainViewModel<MyContext, Consumer)d).CanEditEntity)
Assuming I have N+ entity types in this context, what I was hoping to be able to do is
something like this with one call:
ex: if (((SecuredDomainViewModel<MyContext, CurrentEntityType)d).CanEditEntity)
Where CurrentEntityType was some sort of function or other type of call that returned Order, Invoice or Consumer based on the current item entity type.
Is that possible?
You can create a non-generic interface that has the CanEditEntity property on it, make SecuredDomainViewModel inherit off that, then call the property through the interface...
Also, the new() constructor allows you to call a constructor on a generic type that has no arguments (so you can just write new TEntity()), but if you want to call a constructor that has parameters one handy trick I use is to pass it in as a delegate:
public void Method<T>(Func<string, bool, T> ctor) {
// ...
T newobj = ctor("foo", true);
// ...
}
//called later...
Method((s, b) => new MyClass(s, b));
I can't help on the links, and likely not on the type either.
Constructor
If you have the Type, you can get the constructor:
ConstructorInfo construtor = typeof(MyEntityType).GetConstructor(new object[]{TDomainContext, ProtectedItem});
Type
I'm not really sure what you're looking for, but I can only see something like
if (((SecuredDomainViewModel<MyContext, entityType>)d).CanEditEntity)
{
entityType=typeof(Orders)
}
being what you want.