I'm writing a game in go. In C++ I would store all my entity classes in an array of the BaseEntity class. If an entity needed to move about in the world it would be a PhysEntity which is derived from a BaseEntity, but with added methods. I tried to imitate this is go:
package main
type Entity interface {
a() string
}
type Phy开发者_StackOverflowsEntity interface {
Entity
b() string
}
type BaseEntity struct { }
func (e *BaseEntity) a() string { return "Hello " }
type BasePhysEntity struct { BaseEntity }
func (e *BasePhysEntity) b() string { return " World!" }
func main() {
physEnt := PhysEntity(new(BasePhysEntity))
entity := Entity(physEnt)
print(entity.a())
original := PhysEntity(entity)
// ERROR on line above: cannot convert physEnt (type PhysEntity) to type Entity:
println(original.b())
}
This will not compile as it cant tell that 'entity' was a PhysEntity. What is a suitable alternative to this method?
Use a type assertion. For example,
original, ok := entity.(PhysEntity)
if ok {
println(original.b())
}
Specifically, the Go "interface" type has the information on what the object really was, that was passed by interface, so casting it is much cheaper than a C++ dynamic_cast or the equivalent java test-and-cast.
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