How absolute the knave is! We must speak by the card, or equivocation will undo us! Thanks. - Rob On 13 Mar 2009, at 09:01, Kassen wrote:
Here we go; this works; the controller sends commands to the engine, the engine executes those but depends on the state of the controller for the final result. there is a issue where the classes need to be defined above the actual code. This is no real issue when working with multiple files and public classes but I still think it's against the language specs. This is probably another example of the bug that creates a need for classes that extend Event to be defined above the spot where we use broadcast or signal on them.
Cheers, Kas.
==========example code below================
//we need to define the classes at the top or the casting will fail //I considder this to be a bug.
class Foo { fun void control( int message) { }
fun int querry () { return false; } }
class Engine extends Foo { Foo controller;
fun void control ( int message) { <<
>>; } } class Controller extends Foo { Foo engine; int state;
spork ~ work();
fun int querry() { return state; }
fun void work() { while(1) { second => now; !state => state; engine.control( maybe ); } } }
Controller boss; Engine motor; boss $ Foo @=> motor.controller; motor $ Foo @=> boss.engine;
hour => now;
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