Should err when a class implements both IExecuteSystem and IReactiveSystem
See original GitHub issueFollow up to: https://twitter.com/entitas_csharp/status/772829525734461440
I think I am ok with the current situation, where if you implement both IReactiveSystem and IExecuteSystem on the same class, the execute won’t work.
But I think when you Generate or at least at runtime, there should be an error that says hey don’t spend two hours debugging, you’ve made a mistake.
Also it helps if this is mentioned as a comment in the code or in the docs or something.
Thanks again for Entitas, is not said enough.
Issue Analytics
- State:
- Created 7 years ago
- Comments:6 (4 by maintainers)
Top Results From Across the Web
Implementing two interfaces in a class with same method. ...
8 Answers. If a type implements two interfaces, and each interface define a method that has identical signature, then in effect there is...
Read more >Why does Java allow to implement different interfaces ...
Hope it helps. It seems like it would imply a certain lazyness, but not really be a problem. If you have two interfaces,...
Read more >Two interfaces with same methods having same signature ...
No, its an error If two interfaces contain a method with the same signature but different return types, then it is impossible to...
Read more >Interface Naming Conflicts in Java
Explanation: In this case, we can't implement both interfaces in the same class because an error can be thrown due to ambiguity between...
Read more >Overriding and Hiding Methods (The Java™ Tutorials ...
You must explicitly override the supertype methods. A class that implements both OperateCar and FlyCar must override the method startEngine .
Read more >
Top Related Medium Post
No results found
Top Related StackOverflow Question
No results found
Troubleshoot Live Code
Lightrun enables developers to add logs, metrics and snapshots to live code - no restarts or redeploys required.
Start Free
Top Related Reddit Thread
No results found
Top Related Hackernoon Post
No results found
Top Related Tweet
No results found
Top Related Dev.to Post
No results found
Top Related Hashnode Post
No results found

Lovely. I think, from my point of view, I’d rather have a framework that prescribes a certain way of doing things, and when I need to stray from that it also let’s me do my thing. Too much flexibility is prohibitive for beginners, and people with limited development experience, which I’d say are a large percentage of Unity developers. Absolutely no offense meant. You guys are in the top 0.1% of unity developers I believe and shouldn’t compare yourself with the actual users of Entitas 😃
I was thinking of adding some kind of logging support for Entitas, so I save this to my list. I could log a warning or info if you’re implementing both