What is an ambient class in a language-agnostic context and in typescript? - class

I've heard of loads of different types of classes, but what does an Ambient class do and what exactly is it? How is it different from any other class?
I get this from watching a few videos on typescript, and they are always talking about Ambient classes, but they go on to define just regular old classes, I mean to me, it seems no different from just a normal class with variables and functions in it.
So if one some one can, please define what an ambient class is in a language agnostic context and what does it mean in typescript?

Ambient declarations are used to provide type information for some existing code.
For example, if you wrote the following in TypeScript:
module Example {
export class Test {
do() {
return 'Go';
}
}
}
var test = new Example.
You would get auto-completion after the . to help you discover the Test class.
If you already had a whole load of JavaScript that were using from some TypeScript code, you wouldn't get this auto-completion and where you did it would not be type-aware. Rather than re-writing the whole JavaScript file in TypeScript, you can write an ambient declaration for it instead.
For example, imagine that the following JavaScript file was much larger and would take a long time to re-write in TypeScript:
var Example;
(function (Example) {
var Test = (function () {
function Test() {
}
Test.prototype.do = function () {
return 'Go';
};
return Test;
})();
Example.Test = Test;
})(Example || (Example = {}));
The ambient declaration contains the type information, but not the implementation:
declare module Example {
export class Test {
do() : string;
}
}
This gives you full type-checking and auto-completion for your JavaScript without the need to re-write the whole thing in TypeScript.
When would you do this? Usually you write an ambient declaration when you are consuming a bunch of third-party JavaScript - you can't re-write it in TypeScript every time they update the library, so having an ambient declaration allows you to take the updates with minimal impact (you may have to add new features, but you never have to make changes due to implementation details). The ambient declaration acts as a contract that states what the third-party library does.
You can find out more by reading my guide to writing ambient declarations, and you can find a lot of existing ambient declarations for popular JavaScript libraries on Definitely Typed.

Related

How to get coverage for private init

The context
In a framework I'm currently building, I am using multiple structs (example) to store String constants. Let's say one looked like this:
public struct SpecificConstants {
private init() {}
public static let foo: String = "foo"
}
This is all nice and well. You can use the constant, it doesn't clutter global namespace, the struct name states the specific purpose of the constants which are defined in it.
Also, by making init() private, it is made clear inside the framework (it's open source) and outside of it that this struct should not be instantiated. It wouldn't hurt if you were to create an instance of it but it would also have no use at all. Also, the init would show up in autocomplete if it weren't private, which would annoy me :)
The problem
I'm proudly writing a lot of tests for the framework and I'm using Xcode's internal coverage reporting (llvm cov). Unfortunately, this coverage reporting shows the init as 'not covered':
This is completely logical, since the init isn't being run by the tests, because it can't be.
To my distress, this prevents me from getting the good ol' 100% coverage.
Possible solutions
I could use lcov, which would enable me to use LCOV_EXCL_LINE or LCOV_EXCL_START and LCOV_EXCL_STOP to exclude the inits from the coverage.
Why not: I'd love not having to setup a different coverage tool when there's already a builtin tool in Xcode.
I could make the inits internally accessible so I could gain access to them inside my unit tests by importing the module as #testable.
Why not: Though they would still be inaccessible from outside the framework, they would now be visible inside the framework, which I don't like. I'd like them to be darn private :D
I could live with my coverage never reaching 100%.
Why not: Because I just can't :).
The question
Is there any way (I could live with it being a bit, even quite hacky) to run this forsaken init in my unit tests while keeping it inaccessible from outside as well as inside the framework?
Move your String constants to an enum then you won't need a private init.
enum SpecificConstants {
static let foo = "foo"
}

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.

Reference class in browser friendly and node.js friendly way

I've got the following code at the top of my CoffeeScript
program to reference a BinaryNode class from a BinaryTree
class.
Since I want to be able to use the BinaryTree class from
a node.js program or from the browser I have the following
if/else statement to reference the BinaryNode.
file: BinaryTree.coffee
isNodeJs = exports?
if isNodeJs
{BinaryNode} = require('./binary_node')
else
BinaryNode = window.BinaryNode
class BinaryTree
(code for BinaryTree goes here)
Somehow this if/else bugs me specially if I will need to
add it on a lot of different classes that make up the
program.
Are there any other better ways to perform this check?
(From my comment above)
The branching can be shortened to:
{BinaryNode} = require?("/.binary_node") or window
(provided you don't have a global require function somewhere in your browser code, of course)

When are object interfaces useful in PHP? [duplicate]

This question already has answers here:
What is the point of interfaces in PHP?
(15 answers)
Closed 8 years ago.
From php.net:
Object interfaces allow you to create code which specifies which methods
a class must implement, without having to define how these methods are handled.
Why should I need to do that? Could it be a kind of 'documentation'?
When I'm thinking about a class I have to implement, I know exactly which methods I should code.
What are some situations where interfacing a class is a "best practice"?
Short answer: uniform interfaces and polymorphism.
Longer answer: you can obviously just create a class that does everything and indeed you'd know what methods to write. The problem you have with using just concrete classes, however, is your lack of ability to change. Say you have a class that stores your users into a MySQL database, let's call it a UserRepository. Imagine the following code:
<?php
class UserRepositoryMysql {
public function save( User $user ) {
// save the user.
}
}
class Client {
public function __construct( UserRepositoryMysql $repos ) {
$this->repos = $repos;
}
public function save( User $user ) {
$this->repos->save( $user );
}
}
Now, this is all good, as it would actually work, and save the User to the database. But imagine your application will become populair, and soon, there is a question to support PostgreSQL as well. You'll have to write a UserRepositoryPostgresql class, and pass that along instead of UserRepositoryMysql. Now, you've typehinted on UserRepositoryMysql, plus you're not certain both repositories use the same methods. As an aside, there is little documentation for a potential new developer on how to implement his own storage.
When you rewrite the Client class to be dependent upon an interface, instead of a concrete class, you'll have an option to "swap them out". This is why interfaces are useful, obviously, when applied correctly.
First off, my php object coding is way behind my .net coding, however, the principles are the same. the advantages of using interfaces in your classes are many fold. Take for example the case where you need to return data from a search routine. this search routine may have to work across many different classes with completely different data structures. In 'normal' coding, this would be a nightmare trying to marry up the variety of different return values.
By implementing interfaces, you add a responsibility to the clsses that use them to produce a uniform set of data, no matter how disparate they may be. Another example would be the case where you are pulling data from different 'providers' (for example xml, json, csv etc, etc). By implementing an interface on each class type, you open up the possibilities to extend your data feeds painlessly by adding new classes that implement the interface, rather than having a mash-up of switch statements attempting to figure out what your intentions are.
In a word, think of an interface as being a 'contract' that the class 'must' honour. lnowing that means that you can code with confidence for that given scenario with only the implementation detail varying.
Hope this helps.
[edit] - see this example on SO for a fairly simple explanation:
An interface is a concept in Object Oriented programming that enables polymorphism. Basically an interface is like a contract, that by which classes that implement it agree to provide certain functionality so that they can be used the same way other classes that use the interface
purpose of interface in classes
The first case that comes to my mind is when you have a class that uses certain methods of another class. You don't care how this second class works, but expects it to have particular methods.
Example:
interface IB {
public function foo();
}
class B implements IB {
public function foo() {
echo "foo";
}
}
class A {
private $b;
public function __construct( IB $b ) {
$this->b = $b;
}
public function bar() {
$this->b->foo();
}
}
$a = new A( new B() );
$a->bar(); // echos foo
Now you can easily use different object passed to the instance of class A:
class C implements IB {
public function foo() {
echo "baz";
}
}
$a = new A( new C() );
$a->bar(); // echos baz
Please notice that the same bar method is called.
You can achieve similar results using inheritance, but as PHP does not support multiple inheritance, interfaces are better - class can implement more than one interface.
You can review one of PHP design patterns - Strategy.
Say you're creating a database abstraction layer. You provide one DAL object that provides generic methods for interfacing with a database and adapter classes that translate these methods into specific commands for specific databases. These adapters themselves need to have a generic interface, so the DAL object can talk to them in a standardized way.
You can specify the interface the adapters need to have using an Interface. Of course you can simply write some documentation that specifies what methods an adapter needs to have, but writing it in code enables PHP to enforce this interface for you. It enables PHP to throw helpful error messages before a single line of code is executed. Otherwise missing methods could only be found during runtime and only if you actually try to call them, which makes debugging a lot harder and code much more unreliable.

GWT Dynamic loading using GWT.create() with String literals instead of Class literals

GWT.create() is the reflection equivalent in GWT,
But it take only class literals, not fully qualified String for the Class name.
How do i dynamically create classes with Strings using GWT.create()?
Its not possible according to many GWT forum posts but how is it being done in frameworks like Rocket-GWT (http://code.google.com/p/rocket-gwt/wiki/Ioc) and Gwittir (http://code.google.com/p/gwittir/wiki/Introspection)
It is possible, albeit tricky. Here are the gory details:
If you only think as GWT as a straight Java to JS, it would not work. However, if you consider Generators - Special classes with your GWT compiler Compiles and Executes during compilation, it is possible. Thus, you can generate java source while even compiling.
I had this need today - Our system deals with Dynamic resources off a Service, ending into a String and a need for a class. Here is the solutuion I've came up with - btw, it works under hosted, IE and Firefox.
Create a GWT Module declaring:
A source path
A Generator (which should be kept OUTSIDE the package of the GWT Module source path)
An interface replacement (it will inject the Generated class instead of the interface)
Inside that package, create a Marker interface (i call that Constructable). The Generator will lookup for that Marker
Create a base abstract class to hold that factory. I do this in order to ease on the generated source code
Declare that module inheriting on your Application.gwt.xml
Some notes:
Key to understanding is around the concept of generators;
In order to ease, the Abstract base class came in handy.
Also, understand that there is name mandling into the generated .js source and even the generated Java source
Remember the Generator outputs java files
GWT.create needs some reference to the .class file. Your generator output might do that, as long as it is referenced somehow from your application (check Application.gwt.xml inherits your module, which also replaces an interface with the generator your Application.gwt.xml declares)
Wrap the GWT.create call inside a factory method/singleton, and also under GWT.isClient()
It is a very good idea to also wrap your code-class-loading-calls around a GWT.runAsync, as it might need to trigger a module load. This is VERY important.
I hope to post the source code soon. Cross your fingers. :)
Brian,
The problem is GWT.create doen't know how to pick up the right implementation for your abstract class
I had the similar problem with the new GWT MVP coding style
( see GWT MVP documentation )
When I called:
ClientFactory clientFactory = GWT.create(ClientFactory.class);
I was getting the same error:
Deferred binding result type 'com.test.mywebapp.client.ClientFactory' should not be abstract
All I had to do was to go add the following lines to my MyWebapp.gwt.xml file:
<!-- Use ClientFactoryImpl by default -->
<replace-with class="com.test.mywebapp.client.ClientFactoryImpl">
<when-type-is class="com.test.mywebapp.client.ClientFactory"/>
</replace-with>
Then it works like a charm
I ran into this today and figured out a solution. The questioner is essentially wanting to write a method such as:
public <T extends MyInterface> T create(Class<T> clz) {
return (T)GWT.create(clz);
}
Here MyInterface is simply a marker interface to define the range of classes I want to be able to dynamically generate. If you try to code the above, you will get an error. The trick is to define an "instantiator" such as:
public interface Instantiator {
public <T extends MyInterface> T create(Class<T> clz);
}
Now define a GWT deferred binding generator that returns an instance of the above. In the generator, query the TypeOracle to get all types of MyInterface and generate implementations for them just as you would for any other type:
e.g:
public class InstantiatorGenerator extends Generator {
public String generate(...) {
TypeOracle typeOracle = context.getTypeOracle();
JClassType myTYpe= typeOracle.findType(MyInterface.class.getName());
JClassType[] types = typeOracle.getTypes();
List<JClassType> myInterfaceTypes = Collections.createArrayList();
// Collect all my interface types.
for (JClassType type : types) {
if (type.isInterface() != null && type.isAssignableTo(myType)
&& type.equals(myType) == false) {
myInterfaceTypes.add(type);
}
for (JClassType nestedType : type.getNestedTypes()) {
if (nestedType.isInterface() != null && nestedType.isAssignableTo(myType)
&& nestedType.equals(myTYpe) == false) {
myInterfaceTypes.add(nestedType);
}
}
}
for (JClassType jClassType : myInterfaceTypes) {
MyInterfaceGenerator generator = new MyInterfaceGenerator();
generator.generate(logger, context, jClassType.getQualifiedSourceName());
}
}
// Other instantiator generation code for if () else if () .. constructs as
// explained below.
}
The MyIntefaceGenerator class is just like any other deferred binding generator. Except you call it directly within the above generator instead of via GWT.create. Once the generation of all known sub-types of MyInterface is done (when generating sub-types of MyInterface in the generator, make sure to make the classname have a unique pattern, such as MyInterface.class.getName() + "_MySpecialImpl"), simply create the Instantiator by again iterating through all known subtypes of MyInterface and creating a bunch of
if (clz.getName().equals(MySpecialDerivativeOfMyInterface)) { return (T) new MySpecialDerivativeOfMyInterface_MySpecialImpl();}
style of code. Lastly throw an exception so you can return a value in all cases.
Now where you'd call GWT.create(clz); instead do the following:
private static final Instantiator instantiator = GWT.create(Instantiator.class);
...
return instantiator.create(clz);
Also note that in your GWT module xml, you'll only define a generator for Instantiator, not for MyInterface generators:
<generate-with class="package.rebind.InstantiatorGenerator">
<when-type-assignable class="package.impl.Instantiator" />
</generate-with>
Bingo!
What exactly is the question - i am guessing you wish to pass parameters in addition to the class literal to a generator.
As you probably already know the class literal passed to GWT.create() is mostly a selector so that GWT can pick and execute a generator which in the end spits out a class. The easist way to pass a parameter to the generator is to use annotations in an interface and pass the interface.class to GWT.create(). Note of course the interface/class must extend the class literal passed into GWT.create().
class Selector{
}
#Annotation("string parameter...")
class WithParameter extends Selector{}
Selector instance = GWT.create( WithParameter.class )
Everything is possible..although may be difficult or even useless. As Jan has mentioned you should use a generator to do that. Basically you can create your interface the generator code which takes that interface and compile at creation time and gives you back the instance. An example could be:
//A marker interface
public interface Instantiable {
}
//What you will put in GWT.create
public interface ReflectionService {
public Instantiable newInstance(String className);
}
//gwt.xml, basically when GWT.create finds reflectionservice, use reflection generator
<generate-with class="...ReflectionGenerator" >
<when-type-assignable class="...ReflectionService" />
</generate-with>
//In not a client package
public class ReflectionGenerator extends Generator{
...
}
//A class you may instantiate
public class foo implements Instantiable{
}
//And in this way
ReflectionService service = GWT.create(ReflectionService.class);
service.newInstance("foo");
All you need to know is how to do the generator. I may tell you that at the end what you do in the generator is to create Java code in this fashion:
if ("clase1".equals(className)) return new clase1();
else if ("clase2".equals(className)) return new clase2();
...
At the final I thought, common I can do that by hand in a kind of InstanceFactory...
Best Regards
I was able to do what I think you're trying to do which is load a class and bind it to an event dynamically; I used a Generator to dynamically link the class to the event. I don't recommend it but here's an example if it helps:
http://francisshanahan.com/index.php/2010/a-simple-gwt-generator-example/
Not having looked through the code of rocket/gwittir (which you ought to do if you want to find out how they did it, it is opensource after all), i can only guess that they employ deferred binding in such a way that during compile time, they work out all calls to reflection, and statically generate all the code required to implement those call. So during run-time, you cant do different ones.
What you're trying to do is not possible in GWT.
While GWT does a good job of emulating Java at compile time the runtime is of course completely different. Most reflection is unsupported and it is not possible to generate or dynamically load classes at runtime.
I had a brief look into code for Gwittir and I think they are doing their "reflection stuff" at compile time. Here: http://code.google.com/p/gwittir/source/browse/trunk/gwittir-core/src/main/java/com/totsp/gwittir/rebind/beans/IntrospectorGenerator.java
You might be able to avoid the whole issue by doing it on the server side. Say with a service
witch takes String and returns some sort of a serializable super type.
On the server side you can do
return (MySerializableType)Class.forName("className").newInstance();
Depending on your circumstances it might not be a big performance bottleneck.