On 18/10/2014 1:40 am, Michael Heuer wrote:
Gonzalo wrote:
I have this (unexpected?) behaviour when casting. I can cast a object to its parent class, but the methods that get executed are still their own (and viceversa). I.e.:
---------------------------------- public class Parent { fun void test() { <<< "Parent" >>>; } }
class Child extends Parent { fun void test() { <<< "Child" >>>; } }
Parent p; Child @ ch; p $ Child @=> ch; ch.test(); // prints Parent
This shouldn't work, because p !instanceof Child, the cast should be a compiler error.
Thanks Michael. You're right, and in fact it doesn't work at all. Now that I've tried, ch can not call methods exclusive to Child either (Assertion failed: (m_offset < obj->vtable->funcs.size()), function execute, file chuck_instr.cpp, line 4765).
Is this intended behavior? What's the point of casting then?
I typically only use casting when pulling object references out of data structures that hold arrays of Object references, e.g. an ArrayList
Of course, I see. I was trying to use casting to bypass the lack of constructors, bad misuse.
I might describe too what I'm trying to do, maybe there's a better approach. I have a .create method in Parent that returns a Parent object, and I wanted to create that same method in Child, but I can't do it because the arguments are the same, and it won't let me overwrite the method when only the return type changes. So to create a child with the .create method, I do this:
Parent.create(...) $ Child @=> Child ch;
Which works, but then it still behaves as a parent, so it defeats the whole purpose.
Having proper constructors in ChucK would help here
https://github.com/spencersalazar/chuck/issues/32
A workaround might be to include the classname in your create methods
class Parent { fun static Parent createParent(...) { } }
class Child extends Parent { fun static Child createChild(...) { } }
Yes, that might be the way to go. I use init() methods as a workaround for constructors, so my normal instantiations look like: MyClass c; c.init(...); Not very nice, which is why I was trying to have the static 'create' methods. I'm thinking of having a global Make class, and put all my static initializers there. Which would look something like: class Make { fun static Parent Parent(args) { Parent p; p.init(args); return p; } .... } Make.Parent(...) @=> Parent p; Ugly class, but nicer to call than Parent.createParent(args) ?
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