Create information tooltip about your own methods and classes - eclipse

My question is very simple. How can you create your own tooltip information for your own created methods and classes, the way all methods and classes of the standard library of java have, when you are writing code and choosing methods and subclasses?!
For example, let's say I have a Class A, in which I have a Method B. Now I define a new instance of Class A in another Class C by writing "A my_class = new A()". Now when I write "my_class.B" I want the Eclipse to show me the information about the Method B in a tooltip, so I know what are the parameters I have to pass to that method B.
Here is a picture example:
http://www.subshell.com/en/subshell/blog/eclipse-javadoc-tooltips100~v-full_small.jpg
I searched a while, but I didn't find any solutions for that. So maybe you know how to do that!

In eclipse, once you add the javadoc comment to your method, it will show up wherever you refer to that method. The Javadoc comment takes the form
/**
* This is my method description
* #param x the total number of mangoes allowed
* #return int the number of litres of juice possible
*/
Javadoc comments are placed just before the artifact that it describes. So a method comment will go on the line before the method, a class comment goes on the line before the class statement and so on.

Related

How do I link variables inside another object in scaladocs?

To link another class, I can use [[package.Classname]].
Linking functions defined by def works as well, but trying to link variables doesn't work.
What I've tried:
object Foo {
val BAR = 0
}
object Example {
/**
* Does the thing with [[Foo.BAR]]
*/
def doTheThing(): Unit = {
}
}
I've also tried [[Foo#BAR]] (from another post) instead of [[Foo.BAR]], which fails as well.
What's the proper way to link variables in scaladoc?
The right way to go is what you have already tried:
/**
* Does the thing with [[Foo.BAR]]
*/
Please note that if this is just an example to a more complicated scenario, you need to include the whole package path of Foo.BAR. For example, if Foo is under:
package a.b.c.d
Then you need to do:
/**
* Does the thing with [[a.b.c.d.Foo.BAR]]
*/
You can find in the scaladocs docs:
Create links to referenced Scala Library classes using the square-bracket syntax, e.g. [[scala.Option]]
For more information you can read SCALADOC FOR LIBRARY AUTHORS
You can see here and example how the akka library is using it.

Are UE4 Blueprints the same with a C++ class? If so, how will I implement a class design?

Good day! I am new to using Unreal Engine 4 and I have a few questions about how exactly blueprints work. From my understanding of it, every blueprint works like a class. By that I mean one blueprint is much like one class in an OOP programming language.
Please educate me as to - if my assumption is correct or wrong. If wrong, then maybe you could help me achieve what I want in a different method/perspective. I am willing to learn and accept suggestions.
If at some point my understanding is correct - that blueprints are actually individual classes - I would really appreciate it if you could (please) guide as to where to go and how to implement a design that I want to create. This is from a programmers perspective (PHP OOP Programming). Forgive the approach, I'm just using PHP to logically express how I want the class to work. Plus, it is the only OOP programming I know atm.
I want to create a class named: Items. class Item {}
This class is going to handle everything item related, thus we will have to give it a lot of properties/variable. (Below is just an example; Again I'm using PHP as an example.)
class Item {
var $id;
var $name;
var $description;
var $type;
var $subType;
var $mesh;
var $materials;
}
3.) I would like to initiate this class by having two variables as its construct arguments. (We will require itemID and itemType). This is because I will use these two variables to retrieve the item's data which is already available in a data table. I will use those data in the table to populate the class properties/variables. (I'm not sure if I said that right. I hope you understood my point anyway.)
class Item {
var $id;
var $name;
var $description;
var $type;
var $subType;
var $mesh;
var $materials;
function _construct($cons_itemID, $cons_itemType) {
/*-- Start getting the item Data here based on what item and type provided. Then, push that data into the class properties/variables. We will use individual methods/functions to fill other properties/variables later. --*/
}
}
4.) Basically with that design I could easily pass on an item ID to the class and then get the item's name, description, mesh, materials and etc using pointers.
Example:
$weapon = new Item('10001','Weapon');
$weaponMesh = $weapon->getMesh();
$armor = new Item('12345','Armor');
$armorName = $armor->getName();
I'm just having a lot of trouble working with blueprint and achieve this method or even something similar to it. I'm not trying to avoid C++, I would love to learn it but I just don't have the time freedom right now.
Few things I have tried to make it work:
Casting / Casting to class (But I couldn't figure out what the target object will be and how was I going to add input arguments into the class that way? There isn't any input there that I could use.)
Spawn Actor (This one is very promising, I need to dig in deeper into this)
Blueprint Macros? Blueprint Interfaces? (I'm just lost.)
For all those who will help or answer. Thank you!
~ Chris
So far as I know, yes, we can assume that each blueprint can be viewed as class. (Moreover, since UE 4.12 (in UE 4.11 that functionality is marked as experimental I think) you can check Compile blueprints under Project settings -> Packaging. That will create native class for each blueprint.)
You can create either Blueprint or C++ class based on Object (UObject in C++). Then you can specify all properties (or variables in UE editor terminology). In BP you have small advantage: you can mark some properties as Visible at spawn (they must be Public and Visible). So when you are creating new instance of that class, you can explicitly pass values to that properties.
And in BP Construct event, that properties are correctly filled, thus you can set another properties values based on given ID and Type.
In C++ class having different arguments than FObjectInitializer is not possible, thus you don't have that values in time when constructor is executed. But it is not so hard to achieve same functionality, you can find example here: https://answers.unrealengine.com/questions/156055/passing-arguments-to-constructors-in-ue4.html.
Something about list of what you had tried:
Spawn actor - derive from actor only if you intend to have that BP in scene. Actors are subjects to game updates and rendering, so having actor only as data container is very wrong.
BP Macro is same as BP Function except function will be called just like function (so executing necesary actions by function call conventions) and macro will replace it's implementation in place, where you are calling that macro. More exhausting explanation here.
If I would implement your code, I'd do it like I said and then I'll have that class as property in some component and that component would be attached to some actor, which would be placed in scene.

Comments generation in eclipse?

Is there a way without typing /** that I can generate comment template for the entire class? I have 50 methods in the class and it gets tedious to type /** for each and every method and specifying the params.
JAutodoc can do this: http://jautodoc.sourceforge.net/

Magento: Accessing models/blocks from a phtml

Hi I have a situation where I need to look up the number of recently viewed products on catalog/product/view.phtml. In the recently viewed 'product_viewed.phtml' file it calls
$_products = $this->getRecentlyViewedProducts()
to get the recently viewed. How would I access this method from within the catalog/product/view.phtml file?
I don't know where this method is. I've tried searching for it but it doesn't seem to exist. When I write click it in Netbeans and click go to declaration it takes me to
class Mage_Reports_Block_Product_Viewed extends Mage_Reports_Block_Product_Abstract
Actually on the class itself. This class only has _toHtml(), getCount(), and getPageSize() methods.
I just need to know whether there are any recently viewed products.
Any help most appreciated!
Billy
If you look into 'Mage_Reports_Block_Product_Viewed', you will notice:
$this->setRecentlyViewedProducts($this->getItemsCollection());
That 'getItemsCollection' method is defined in the abstract class... And you will notice this abstract class will create a model based on $_indexName defined in the (subclassed) block.
If you just want the collection, you can probably get away with:
$_products = Mage::getModel('reports/product_index_viewed')->getCollection();
And then adding whatever you want to the collection:
$_products
->addAttributeToSelect('*')
->setAddedAtOrder();
// optionally add other methods similar to Mage_Reports_Block_Product_Abstract::getItemsCollection
Another approach that might be more suited would be to create the original block:
$productViewedBlock = $this->getLayout()->createBlock('reports/product_viewed');
On which you can simply call whatever you want:
$_collection = $productViewedBlock->getItemsCollection();
$_count = $productViewedBlock->getCount();
The getRecentlyViewedProducts function is a magical getter that gets the data that was set with setRecentlyViewedProducts in app/code/core/Mage/Reports/Block/Product/Viewed.php (which builds it using app/code/core/Mage/Reports/Block/Product/Abstract.php's function _getRecentProductsCollection).
This is complicated stuff that you don't want to reproduce; its better, IMO to make your own Block that extends Mage_Catalog_Block_Product_Abstract that will give you access to the same functionality, and drop your new block into the page you're working on.

What is the phpdoc syntax to link $this to a specific class in Aptana?

I'm working on Magento templates, but this issue would apply to any template loading system.
As these templates are loaded by the template engine there's no way for the IDE (in this case Aptana) to know what object type $this is.
Potentially it could more than one object as a single template could be loaded by multiple objects, but ignoring this, what would the correct phpdoc syntax be to specify a specific class for the $this object?
You can define it like this:
/* #var $this type */
where type is a class name
To be clear, using $this should only ever indicate an object of the current class, right?
PhpDocumentor doesn't currently (v1.4.3) recognize $this as a specific keyword that should equate to a datatype of the class itself.
Only datatypes known by PHP and classes already parsed by PhpDocumentor are the proper datatype values to use with the #return tag. There is a feature request in to have some option available in PhpDocumtentor to aid in documenting fluent methods that always "return $this". [1]
In the case of the #var tag, I don't see how it would be feasible for a class variable to contain its own class instance. As such, I can't follow what "#var $this" should be saying.
If, however, your intention with $this is not for fluent methods that "return $this", and was simply to be some shortcut to PhpDocumentor and/or your IDE to magically guess what datatypes you might mean by using $this, I'd have to guess there's no way to do it. The closest suggestion I could make would be to use the name of a parent class that is a common parent to all the various child classes that this particular var/return might be at runtime, and then use the description part of the tag to have inline {#link} tags that list out the possible child classes that are possible.
Example: I have a Parent abstract class with Child1, Child2, and Child3 children that each could occur in my runtime Foo class.
So, Foo::_var could be any of those child class types at runtime, but how would I document this?
/**
* #var Parent this could be any child of {#link Parent}, {#link Child1}, {#link Child2}, or {#link Child3}...
*/
protected $_var;
Getting back to the "return $this" issue, I'd document things in a similar way:
/**
* a fluent method (i.e. it returns this class's instance object)
* #return Parent this could be any child of {#link Parent}, {#link Child1}, {#link Child2}, or {#link Child3}...
*/
public function foo() {
return $this;
}
Documenting this way at least allows your class doc to have links to the particular classes. What it fails to do is highlight the fluent 'ness. However, if your IDE is capable of recognizing the class names, then perhaps it will be able to do the necessary logical linking to those other classes. I think Eclipse is able to do this at least with popup help, if you hover over the class name in the tag's description. I do not think Eclipse can use this to then make the various child classes' methods available in code completion. It would know about the Parent methods for code completion, because the datatype I explicitly list is Parent, but that's as far as the IDE can go.
[1] -- http://pear.php.net/bugs/bug.php?id=16223
I have found that defining a type with #var for $this does not work - presumably because $this is special and is treated as such by Aptana. I have a similar need to the poster I think - it is in template files (in my case simply located and included by functions within the data class) that I wish to set a type for $this. As #ashnazg says, setting a type for $this within a class definition is not needed, because the type of $this is always the type of the class (up to inheritance).
There is, however, a workaround for template files. At the top of the template file simply put something like
/**
* #var My_Data_Model_Type
*/
$dataModel = &$this;
Then simply use $dataModel (or whatever you choose to call it - maybe something shorter) instead of $this in the template