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Updated documentation
This commit is contained in:
@@ -82,187 +82,7 @@
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<hr/>
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<h1>1) <a href="##(BASE)">#BASE</a> class</h1>
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<p>All classes within the MOOSE framework are derived from the <a href="##(BASE)">#BASE</a> class. </p>
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<p>BASE provides facilities for :</p>
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<ul>
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<li>The construction and inheritance of MOOSE classes.</li>
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<li>The class naming and numbering system.</li>
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<li>The class hierarchy search system.</li>
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<li>The tracing of information or objects during mission execution for debuggin purposes.</li>
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<li>The subscription to DCS events for event handling in MOOSE objects.</li>
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</ul>
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<p>Note: The BASE class is an abstract class and is not meant to be used directly.</p>
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<h2>1.1) BASE constructor</h2>
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<p>Any class derived from BASE, will use the <a href="Base.html##(BASE).New">Base#BASE.New</a> constructor embedded in the <a href="Base.html##(BASE).Inherit">Base#BASE.Inherit</a> method.
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See an example at the <a href="Base.html##(BASE).New">Base#BASE.New</a> method how this is done.</p>
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<h2>1.2) Trace information for debugging</h2>
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<p>The BASE class contains trace methods to trace progress within a mission execution of a certain object.
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These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.</p>
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<p>Any type of information can be passed to these tracing methods. See the following examples:</p>
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<pre><code>self:E( "Hello" )
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</code></pre>
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<p>Result in the word "Hello" in the dcs.log.</p>
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<pre><code>local Array = { 1, nil, "h", { "a","b" }, "x" }
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self:E( Array )
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</code></pre>
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<p>Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log. </p>
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<pre><code>local Object1 = "Object1"
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local Object2 = 3
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local Object3 = { Object 1, Object 2 }
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self:E( { Object1, Object2, Object3 } )
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</code></pre>
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<p>Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log.</p>
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<pre><code>local SpawnObject = SPAWN:New( "Plane" )
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local GroupObject = GROUP:FindByName( "Group" )
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self:E( { Spawn = SpawnObject, Group = GroupObject } )
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</code></pre>
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<p>Results with the text [1]={Spawn={....),Group={...}} in the dcs.log. </p>
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<p>Below a more detailed explanation of the different method types for tracing.</p>
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<h3>1.2.1) Tracing methods categories</h3>
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<p>There are basically 3 types of tracing methods available:</p>
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<ul>
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<li><a href="##(BASE).F">BASE.F</a>: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.</li>
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<li><a href="##(BASE).T">BASE.T</a>: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.</li>
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<li><a href="##(BASE).E">BASE.E</a>: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.</li>
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</ul>
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<h3>1.2.2) Tracing levels</h3>
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<p>There are 3 tracing levels within MOOSE. <br/>
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These tracing levels were defined to avoid bulks of tracing to be generated by lots of objects.</p>
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<p>As such, the F and T methods have additional variants to trace level 2 and 3 respectively:</p>
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|
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<ul>
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<li><a href="##(BASE).F2">BASE.F2</a>: Trace the beginning of a function and its given parameters with tracing level 2.</li>
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<li><a href="##(BASE).F3">BASE.F3</a>: Trace the beginning of a function and its given parameters with tracing level 3.</li>
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<li><a href="##(BASE).T2">BASE.T2</a>: Trace further logic within a function giving optional variables or parameters with tracing level 2.</li>
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<li><a href="##(BASE).T3">BASE.T3</a>: Trace further logic within a function giving optional variables or parameters with tracing level 3.</li>
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</ul>
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<h3>1.2.3) Trace activation.</h3>
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<p>Tracing can be activated in several ways:</p>
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<ul>
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<li>Switch tracing on or off through the <a href="##(BASE).TraceOnOff">BASE.TraceOnOff</a>() method.</li>
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<li>Activate all tracing through the <a href="##(BASE).TraceAll">BASE.TraceAll</a>() method.</li>
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<li>Activate only the tracing of a certain class (name) through the <a href="##(BASE).TraceClass">BASE.TraceClass</a>() method.</li>
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<li>Activate only the tracing of a certain method of a certain class through the <a href="##(BASE).TraceClassMethod">BASE.TraceClassMethod</a>() method.</li>
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<li>Activate only the tracing of a certain level through the <a href="##(BASE).TraceLevel">BASE.TraceLevel</a>() method.</li>
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</ul>
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<h3>1.2.4) Check if tracing is on.</h3>
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<p>The method <a href="##(BASE).IsTrace">BASE.IsTrace</a>() will validate if tracing is activated or not.</p>
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<h2>1.3 DCS simulator Event Handling</h2>
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<p>The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
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and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.</p>
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|
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<h3>1.3.1 Subscribe / Unsubscribe to DCS Events</h3>
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|
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<p>At first, the mission designer will need to <strong>Subscribe</strong> to a specific DCS event for the class.
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So, when the DCS event occurs, the class will be notified of that event.
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There are two methods which you use to subscribe to or unsubscribe from an event.</p>
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|
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<ul>
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<li><a href="##(BASE).HandleEvent">BASE.HandleEvent</a>(): Subscribe to a DCS Event.</li>
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<li><a href="##(BASE).UnHandleEvent">BASE.UnHandleEvent</a>(): Unsubscribe from a DCS Event.</li>
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</ul>
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<h3>1.3.2 Event Handling of DCS Events</h3>
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<p>Once the class is subscribed to the event, an <strong>Event Handling</strong> method on the object or class needs to be written that will be called
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when the DCS event occurs. The Event Handling method receives an <a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> structure, which contains a lot of information
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about the event that occurred.</p>
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<p>Find below an example of the prototype how to write an event handling function for two units: </p>
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<pre><code> local Tank1 = UNIT:FindByName( "Tank A" )
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local Tank2 = UNIT:FindByName( "Tank B" )
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-- Here we subscribe to the Dead events. So, if one of these tanks dies, the Tank1 or Tank2 objects will be notified.
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Tank1:HandleEvent( EVENTS.Dead )
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Tank2:HandleEvent( EVENTS.Dead )
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--- This function is an Event Handling function that will be called when Tank1 is Dead.
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-- @param Wrapper.Unit#UNIT self
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-- @param Core.Event#EVENTDATA EventData
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function Tank1:OnEventDead( EventData )
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self:SmokeGreen()
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end
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--- This function is an Event Handling function that will be called when Tank2 is Dead.
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-- @param Wrapper.Unit#UNIT self
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-- @param Core.Event#EVENTDATA EventData
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function Tank2:OnEventDead( EventData )
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self:SmokeBlue()
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end
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</code></pre>
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<p>See the <a href="Event.html">Event</a> module for more information about event handling.</p>
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<h2>1.4) Class identification methods</h2>
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<p>BASE provides methods to get more information of each object:</p>
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<ul>
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<li><a href="##(BASE).GetClassID">BASE.GetClassID</a>(): Gets the ID (number) of the object. Each object created is assigned a number, that is incremented by one.</li>
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<li><a href="##(BASE).GetClassName">BASE.GetClassName</a>(): Gets the name of the object, which is the name of the class the object was instantiated from.</li>
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<li><a href="##(BASE).GetClassNameAndID">BASE.GetClassNameAndID</a>(): Gets the name and ID of the object.</li>
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</ul>
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<h2>1.5) All objects derived from BASE can have "States"</h2>
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<p>A mechanism is in place in MOOSE, that allows to let the objects administer <strong>states</strong>. <br/>
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States are essentially properties of objects, which are identified by a <strong>Key</strong> and a <strong>Value</strong>. </p>
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<p>The method <a href="##(BASE).SetState">BASE.SetState</a>() can be used to set a Value with a reference Key to the object. <br/>
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To <strong>read or retrieve</strong> a state Value based on a Key, use the <a href="##(BASE).GetState">BASE.GetState</a> method. </p>
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<p>These two methods provide a very handy way to keep state at long lasting processes.
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Values can be stored within the objects, and later retrieved or changed when needed.
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There is one other important thing to note, the <a href="##(BASE).SetState">BASE.SetState</a>() and <a href="##(BASE).GetState">BASE.GetState</a> methods
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receive as the <strong>first parameter the object for which the state needs to be set</strong>.
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Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same
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object name to the method.</p>
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<h2>1.10) Inheritance</h2>
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<p>The following methods are available to implement inheritance</p>
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<ul>
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<li><a href="##(BASE).Inherit">BASE.Inherit</a>: Inherits from a class.</li>
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<li><a href="##(BASE).GetParent">BASE.GetParent</a>: Returns the parent object from the object it is handling, or nil if there is no parent object.</li>
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</ul>
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<p>The <a href="##(BASE)">#BASE</a> class is the core root class from where every other class in moose is derived.</p>
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<hr/>
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@@ -302,7 +122,9 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
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<tr>
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<td class="name" nowrap="nowrap"><a href="#BASE">BASE</a></td>
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<td class="summary">
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<h1>1) #BASE class</h1>
|
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|
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<p>All classes within the MOOSE framework are derived from the BASE class.</p>
|
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</td>
|
||||
</tr>
|
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<tr>
|
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@@ -366,12 +188,6 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
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<td class="name" nowrap="nowrap"><a href="##(BASE).EventRemoveAll">BASE:EventRemoveAll()</a></td>
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<td class="summary">
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<p>Remove all subscribed events</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(BASE).Events">BASE.Events</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -591,12 +407,6 @@ place: Object that the unit landed on.</p>
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<td class="name" nowrap="nowrap"><a href="##(BASE).SetState">BASE:SetState(Object, Key, Value)</a></td>
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<td class="summary">
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<p>Set a state or property of the Object given a Key and a Value.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(BASE).States">BASE.States</a></td>
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<td class="summary">
|
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|
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</td>
|
||||
</tr>
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<tr>
|
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@@ -665,12 +475,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<td class="name" nowrap="nowrap"><a href="##(BASE)._F">BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</a></td>
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<td class="summary">
|
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<p>Trace a function call.</p>
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</td>
|
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</tr>
|
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<tr>
|
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<td class="name" nowrap="nowrap"><a href="##(BASE)._Private">BASE._Private</a></td>
|
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<td class="summary">
|
||||
|
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</td>
|
||||
</tr>
|
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<tr>
|
||||
@@ -714,6 +518,191 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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</dt>
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<dd>
|
||||
|
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<h1>1) #BASE class</h1>
|
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|
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<p>All classes within the MOOSE framework are derived from the BASE class.</p>
|
||||
|
||||
|
||||
<p>
|
||||
BASE provides facilities for :</p>
|
||||
|
||||
<ul>
|
||||
<li>The construction and inheritance of MOOSE classes.</li>
|
||||
<li>The class naming and numbering system.</li>
|
||||
<li>The class hierarchy search system.</li>
|
||||
<li>The tracing of information or objects during mission execution for debuggin purposes.</li>
|
||||
<li>The subscription to DCS events for event handling in MOOSE objects.</li>
|
||||
</ul>
|
||||
|
||||
<p>Note: The BASE class is an abstract class and is not meant to be used directly.</p>
|
||||
|
||||
<h2>1.1) BASE constructor</h2>
|
||||
|
||||
<p>Any class derived from BASE, will use the <a href="Base.html##(BASE).New">Base#BASE.New</a> constructor embedded in the <a href="Base.html##(BASE).Inherit">Base#BASE.Inherit</a> method.
|
||||
See an example at the <a href="Base.html##(BASE).New">Base#BASE.New</a> method how this is done.</p>
|
||||
|
||||
<h2>1.2) Trace information for debugging</h2>
|
||||
|
||||
<p>The BASE class contains trace methods to trace progress within a mission execution of a certain object.
|
||||
These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.</p>
|
||||
|
||||
<p>Any type of information can be passed to these tracing methods. See the following examples:</p>
|
||||
|
||||
<pre><code>self:E( "Hello" )
|
||||
</code></pre>
|
||||
|
||||
<p>Result in the word "Hello" in the dcs.log.</p>
|
||||
|
||||
<pre><code>local Array = { 1, nil, "h", { "a","b" }, "x" }
|
||||
self:E( Array )
|
||||
</code></pre>
|
||||
|
||||
<p>Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log. </p>
|
||||
|
||||
<pre><code>local Object1 = "Object1"
|
||||
local Object2 = 3
|
||||
local Object3 = { Object 1, Object 2 }
|
||||
self:E( { Object1, Object2, Object3 } )
|
||||
</code></pre>
|
||||
|
||||
<p>Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log.</p>
|
||||
|
||||
<pre><code>local SpawnObject = SPAWN:New( "Plane" )
|
||||
local GroupObject = GROUP:FindByName( "Group" )
|
||||
self:E( { Spawn = SpawnObject, Group = GroupObject } )
|
||||
</code></pre>
|
||||
|
||||
<p>Results with the text [1]={Spawn={....),Group={...}} in the dcs.log. </p>
|
||||
|
||||
<p>Below a more detailed explanation of the different method types for tracing.</p>
|
||||
|
||||
<h3>1.2.1) Tracing methods categories</h3>
|
||||
|
||||
<p>There are basically 3 types of tracing methods available:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).F">BASE.F</a>: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.</li>
|
||||
<li><a href="##(BASE).T">BASE.T</a>: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.</li>
|
||||
<li><a href="##(BASE).E">BASE.E</a>: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.2) Tracing levels</h3>
|
||||
|
||||
<p>There are 3 tracing levels within MOOSE. <br/>
|
||||
These tracing levels were defined to avoid bulks of tracing to be generated by lots of objects.</p>
|
||||
|
||||
<p>As such, the F and T methods have additional variants to trace level 2 and 3 respectively:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).F2">BASE.F2</a>: Trace the beginning of a function and its given parameters with tracing level 2.</li>
|
||||
<li><a href="##(BASE).F3">BASE.F3</a>: Trace the beginning of a function and its given parameters with tracing level 3.</li>
|
||||
<li><a href="##(BASE).T2">BASE.T2</a>: Trace further logic within a function giving optional variables or parameters with tracing level 2.</li>
|
||||
<li><a href="##(BASE).T3">BASE.T3</a>: Trace further logic within a function giving optional variables or parameters with tracing level 3.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.3) Trace activation.</h3>
|
||||
|
||||
<p>Tracing can be activated in several ways:</p>
|
||||
|
||||
<ul>
|
||||
<li>Switch tracing on or off through the <a href="##(BASE).TraceOnOff">BASE.TraceOnOff</a>() method.</li>
|
||||
<li>Activate all tracing through the <a href="##(BASE).TraceAll">BASE.TraceAll</a>() method.</li>
|
||||
<li>Activate only the tracing of a certain class (name) through the <a href="##(BASE).TraceClass">BASE.TraceClass</a>() method.</li>
|
||||
<li>Activate only the tracing of a certain method of a certain class through the <a href="##(BASE).TraceClassMethod">BASE.TraceClassMethod</a>() method.</li>
|
||||
<li>Activate only the tracing of a certain level through the <a href="##(BASE).TraceLevel">BASE.TraceLevel</a>() method.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.4) Check if tracing is on.</h3>
|
||||
|
||||
<p>The method <a href="##(BASE).IsTrace">BASE.IsTrace</a>() will validate if tracing is activated or not.</p>
|
||||
|
||||
<h2>1.3 DCS simulator Event Handling</h2>
|
||||
|
||||
<p>The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
|
||||
and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.</p>
|
||||
|
||||
<h3>1.3.1 Subscribe / Unsubscribe to DCS Events</h3>
|
||||
|
||||
<p>At first, the mission designer will need to <strong>Subscribe</strong> to a specific DCS event for the class.
|
||||
So, when the DCS event occurs, the class will be notified of that event.
|
||||
There are two methods which you use to subscribe to or unsubscribe from an event.</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).HandleEvent">BASE.HandleEvent</a>(): Subscribe to a DCS Event.</li>
|
||||
<li><a href="##(BASE).UnHandleEvent">BASE.UnHandleEvent</a>(): Unsubscribe from a DCS Event.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.3.2 Event Handling of DCS Events</h3>
|
||||
|
||||
<p>Once the class is subscribed to the event, an <strong>Event Handling</strong> method on the object or class needs to be written that will be called
|
||||
when the DCS event occurs. The Event Handling method receives an <a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> structure, which contains a lot of information
|
||||
about the event that occurred.</p>
|
||||
|
||||
<p>Find below an example of the prototype how to write an event handling function for two units: </p>
|
||||
|
||||
<pre><code> local Tank1 = UNIT:FindByName( "Tank A" )
|
||||
local Tank2 = UNIT:FindByName( "Tank B" )
|
||||
|
||||
-- Here we subscribe to the Dead events. So, if one of these tanks dies, the Tank1 or Tank2 objects will be notified.
|
||||
Tank1:HandleEvent( EVENTS.Dead )
|
||||
Tank2:HandleEvent( EVENTS.Dead )
|
||||
|
||||
--- This function is an Event Handling function that will be called when Tank1 is Dead.
|
||||
-- @param Wrapper.Unit#UNIT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function Tank1:OnEventDead( EventData )
|
||||
|
||||
self:SmokeGreen()
|
||||
end
|
||||
|
||||
--- This function is an Event Handling function that will be called when Tank2 is Dead.
|
||||
-- @param Wrapper.Unit#UNIT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function Tank2:OnEventDead( EventData )
|
||||
|
||||
self:SmokeBlue()
|
||||
end
|
||||
</code></pre>
|
||||
|
||||
|
||||
|
||||
<p>See the <a href="Event.html">Event</a> module for more information about event handling.</p>
|
||||
|
||||
<h2>1.4) Class identification methods</h2>
|
||||
|
||||
<p>BASE provides methods to get more information of each object:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).GetClassID">BASE.GetClassID</a>(): Gets the ID (number) of the object. Each object created is assigned a number, that is incremented by one.</li>
|
||||
<li><a href="##(BASE).GetClassName">BASE.GetClassName</a>(): Gets the name of the object, which is the name of the class the object was instantiated from.</li>
|
||||
<li><a href="##(BASE).GetClassNameAndID">BASE.GetClassNameAndID</a>(): Gets the name and ID of the object.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.5) All objects derived from BASE can have "States"</h2>
|
||||
|
||||
<p>A mechanism is in place in MOOSE, that allows to let the objects administer <strong>states</strong>. <br/>
|
||||
States are essentially properties of objects, which are identified by a <strong>Key</strong> and a <strong>Value</strong>. </p>
|
||||
|
||||
<p>The method <a href="##(BASE).SetState">BASE.SetState</a>() can be used to set a Value with a reference Key to the object. <br/>
|
||||
To <strong>read or retrieve</strong> a state Value based on a Key, use the <a href="##(BASE).GetState">BASE.GetState</a> method. </p>
|
||||
|
||||
<p>These two methods provide a very handy way to keep state at long lasting processes.
|
||||
Values can be stored within the objects, and later retrieved or changed when needed.
|
||||
There is one other important thing to note, the <a href="##(BASE).SetState">BASE.SetState</a>() and <a href="##(BASE).GetState">BASE.GetState</a> methods
|
||||
receive as the <strong>first parameter the object for which the state needs to be set</strong>.
|
||||
Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same
|
||||
object name to the method.</p>
|
||||
|
||||
<h2>1.10) Inheritance</h2>
|
||||
|
||||
<p>The following methods are available to implement inheritance</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).Inherit">BASE.Inherit</a>: Inherits from a class.</li>
|
||||
<li><a href="##(BASE).GetParent">BASE.GetParent</a>: Returns the parent object from the object it is handling, or nil if there is no parent object.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -735,10 +724,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
<h2><a id="#(Base)" >Type <code>Base</code></a></h2>
|
||||
|
||||
<h2><a id="#(BASE)" >Type <code>BASE</code></a></h2>
|
||||
|
||||
<p>The BASE Class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
@@ -935,20 +921,6 @@ A #table or any field.</p>
|
||||
<p><em><a href="##(BASE)">#BASE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(BASE).Events" >
|
||||
<strong>BASE.Events</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -1902,20 +1874,6 @@ The Key was not found and thus the Value could not be retrieved.</p>
|
||||
|
||||
</li>
|
||||
</ol>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(BASE).States" >
|
||||
<strong>BASE.States</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -2190,20 +2148,6 @@ A #table or any field.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(BASE)._Private" >
|
||||
<strong>BASE._Private</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
Reference in New Issue
Block a user