Classes
OSL supports a class-based object-oriented programming paradigm through its class syntax. Classes provide a way to create reusable object templates with properties and methods.
Basic Class Syntax
class ClassName (
// Properties
property1 = value1
property2 = value2
// Methods
def methodName() (
// Method body
return value
)
)Creating and Using Classes
Classes in OSL are defined using the class keyword followed by the class name and a block of code enclosed in parentheses. Once defined, you can create instances of the class and access its properties and methods.
// Define a class
class Person (
name = "Unknown"
age = 0
def greet() (
// Using ++ to concatenate strings without spaces where needed
return "Hello, my name is " ++ name ++ " and I am " ++ age ++ " years old."
)
def birthday() (
self.age ++
return age
)
)
// Access class methods
log Person.greet()
// "Hello, my name is Unknown and I am 0 years old."
log Person.birthday()
// 1
log Person.age
// 1Class Properties
Properties are variables defined within a class. They store the state of the class and can be accessed and modified through class methods or directly.
Private Properties
Properties that start with an underscore (_) are considered private and can only be accessed from within the class's methods. This provides a way to encapsulate internal state.
Inheritance
Classes can inherit properties and methods from other classes using the extends keyword. This allows for code reuse and the creation of specialized versions of existing classes.
When a class extends another class:
It inherits all properties and methods from the parent class
It can override properties by redefining them
It can add new properties and methods
Method Context
Within class methods, properties are accessed directly by name. The method operates in the context of the class instance, so this is not required (unlike in some other languages).
Cloning vs. Referencing Classes
When assigning a class to a variable, the default behavior is to create a clone (a copy) of the class. To create a reference instead, use the @= operator.
Examples
Simple Game Character Class
Class with Private Implementation
Notes
Classes in OSL are first-class objects
Class names typically use PascalCase by convention
Private properties (starting with
_) provide encapsulationInheritance allows for code reuse through the
extendskeywordBy default, assigning a class creates a clone; use
@=for references
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