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

https://github.com/heuermh/lick/blob/master/Freeze.ck#L73

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) ?




    michael
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