TransferFunct(3U)
π TransferFunct(3U) π
okay bestie, real talk β this page comes straight out of the Unidraw Reference Manual, and it's all about the transfer function base class. it's giving "quietly holds your entire component's state together and never asks for credit" energy, and honestly? iconic behavior. π«Ά grab a strawberry π, we're doing this.
π NAME π
TransferFunct β the transfer function base class. that's her. that's the whole assignment. π
β¨ SYNOPSIS β¨
#include <Unidraw/transfn.h>
one include, zero drama, she's low maintenance like that. π¦
πΈ DESCRIPTION πΈ
so a transfer function literally defines relationships between state variables. that's the job description, no cap.
a component uses a transfer function to enforce dependencies between its state variables during dataflow. so when data flows into a component and some state variables change as a result? those changes can affect the component's dependent state variables, exactly as defined by its transfer function. the transfer function is the one holding the group chat receipts for who-depends-on-whom. π
and here's the range on her: a transfer function can define dependencies between any number of state variables. any number. go off. but a component can define only one transfer function. one. singular. so pick your fave wisely, bestie. π
π PUBLIC OPERATIONS π
virtual void Evaluate(Path* = nil)β enforce the transfer function's dependencies between its state variables, optionally depending on the info in a path. heads up though: by default this operation does nothing. like, nothing nothing. it's a blank canvas waiting for your subclass to show up and slay. β¨virtual TransferFunct* Copy()β return a copy of the transfer function. subclasses redefine this operation so it returns an instance of their type, not the boring base one. πvirtual void Read(istream&)virtual void Write(ostream&)β read and write the transfer function's contents to a stream, because that's what makes catalog operations work. and the way they do it is:ReadandWritetypically call first the corresponding operations defined by their parent class, and then they read or write their own class-specific state. parent first, then you. respect the order. πvirtual ClassId GetClassId()virtual boolean IsA(ClassId)βGetClassIdreturns the unique class identifier for theTransferFunctsubclass, whileIsAreturns whether the instance is of a class or subclass corresponding to the given identifier.IsAtypically checks that given identifier against the instance's own (as defined by itsGetClassIdoperation) and, failing that, calls its parent classes'IsAoperation. and listen β all subclasses must redefineGetClassIdandIsA, so their identifiers stay unique and instances get written and read properly. not optional. periodt. π
π PROTECTED OPERATIONS π
TransferFunct()β the constructor is protected specifically to prevent instantiation. she is not for direct consumption, bestie, she's a base class. πvirtual Connector* GetBinding(StateVar*)β return the connector to which a state variable is bound. π¦
π₯ SEE ALSO π₯
Catalog(3U), Component(3U), Connector(3U), Creator(3U), Path(3U), StateVar(3U) classes(3U), istream(3C++), ostream(3C++)
go read those next, iykyk. π
and that's the whole page, bestie!! this was Unidraw, dated 6 August 1990 β yes she's vintage, yes she still ate, no notes. mwah ππβ¨
π¦ where this page comes from
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