I see a changeToInfix() method in your class which you haven't shown the implementation of. That method should be the one calling tokenizeStr().
java,function,object,dynamic,private-members
I don't see why you need this to be dynamic. Why not something like this: public abstract class Space { // name etc. public abstract void action(); } public class GoSpace extends Space { public void action() { // collect 200 dollars } } etc....
what is pSharp It's a pointer to a Sharp object instance. what is &pSharp It's the address of operator (it doesn't matter that this is a pointer). what is &pSharp[0] I don't know why it's written this way but it's just taking the address and the [0] just starts...
javascript,private-members,prototyping
Your Problem is that you redefine Foo.prototype.vGet every time you construct an new instance of Foo. The prototype is shared between all instances of Foo, but your redefined vGet function contains a reference the _v variable of the last constructed instance of Foo. The solution is either to change Foo.prototype.vGet...
javascript,functional-programming,scope,private-members
Alright so I am gonna try and answer my own question here with the information that I have received and additional stuff I have gathered on the internet after asking the question. TL;DR: They are both useful and can achieve mostly the same things. Constructors have access their prototype which...
javascript,design-patterns,prototype,private,private-members
Is there any downside of using a constructor pattern? function Foo(constructorArg) { /* private variables */ var privVar = 'I am private', cArg = constructorArg; /* public variables */ this.pubVar = 'I am public'; /* private function */ function privFunc() { return 'I am a private function'; } /* public...
c++,class,linked-list,private-members
You can't, because it is private. The other person needs to provide access to you, with a public member function for example. As for an example, you can take a look at this question....
According to Oracle's Java Tutorial Access level modifiers determine whether other classes can use a particular field or invoke a particular method. Access level has been designed at the class level, and they does not depends on instances....
std::string Get_Word() returns by value, aka it makes a copy of the word and returns it. When you try to assign to it, you are trying to assign to a right hand reference, which is impossible. A way around this would to return a reference to word: std::string& Get_Word(); But...
It could be possible using a dedicated template class, the template class makes a private member and allocates it statically in an hidden memory location: template<typename type> class true_private { public: ~true_private() { type local; get_set(-1, local); } true_private(type value) { type local = value; get_set(0, local); } void get_set(int...
c++,composition,private-members,object-composition
There are many ways to do it. To allow access to m_member1 at all, you could make m_member1 public. Or you could declare something a friend of myClass1, like this: class myClass1 { private: int m_member1; ... friend class base; }; or this: class myClass1 { private: int m_member1; ......
javascript,function,design-patterns,constructor,private-members
One way to make your values referenceable without exposing to each of them directly on your instance is like this function Foo(b) { var env = {}; // Object to hold variables this._getEnvironment = function () { // might want to make this non-enumerable return env; }; env.bar = b;...
javascript,jquery-plugins,prototypal-inheritance,private-members
All you need to do is define the variables within your prototype (directly or from within a method in the prototype) rather than doing it in your constructor. Variables defined in the constructor will be shared among all instances of your plugin, while variables defined in the prototype will be...
swift,sprite-kit,private-members,skspritenode
I understand this wrong with your explanation import UIKit class SKSpriteNode { var spriteTest:String = "SpriteKitTeste"; } class Sheep: SKSpriteNode { var sheepTest:String = "SheepTest"; } let sheep = Sheep(); let someSprite:SKSpriteNode = sheep; println(someSprite.sheepTest); //SKSpriteNode does not have a member named 'sheepTest'; the super class SKSpriteNode can't access properties...
c++,oop,design-patterns,private-members
The first two solutions are exactly identical in terms of memory usage and performance. One is just more object-y than the other, purely a matter of preference. The handle-body/pimpl idiom solution will take more memory (by the size of a pointer) and be slower (an extra indirection with each call,...
c++,inheritance,private-members
You cannot access deriv1 private data members from deriv2. You have two options to overcome that : Do a getter to access your m_member1 in your deriv1 class. class deriv1 : public base { private: int m_member1; public: int get_member1() const { return m_member1; } [...] } Use protected on...
.net,vb.net,object,serialization,private-members
The trick with Newtonsoft is to changes the JsonSerializerSettings and pass them into JsonConvert.SerializeObject. This answer has the full details of this change: http://stackoverflow.com/a/24107081/2019162 Edit I didn't think of the linked code being in C#, since I work in both so often. My apologies. I have translated the code below:...