I defined a class group property with some props inside and did the register and unregister with a pointer, but in the main body of the script how do you access the properties inside the group property?  Note: I can define a scene property and modify the value but cannot do it with a property from the group property.  Any add-on example showing how to do this would be nice too!
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I was watching this  on making a custom UI tab using Python, and in the line from bpy.types import Menu, Panel, UIList, I see the names of objects that look like they can all be used to make different UI elements. Does bpy.types contain all the objects that people use when they want to make custom UI elements?
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Disclaimer Yes, I am fully aware that what I am asking about is totally stupid and that anyone who would wish to try such a thing in production code should be fired and/or shot.  I'm mainly looking to see if can be done. Now that that's out of the way, is there any way to access private class members in C++ from outside the class?  For example, is there any way to do this with pointer offsets? (Naive and otherwise non-production-ready techniques welcome) Update As noted in the comments, I asked this question because I wanted to write a blog post on over-encapsulation (and how it affects TDD).  I wanted to see if there was a way to say &quot;using private variables isn't a 100% reliable way to enforce encapsulation, even in C++.&quot;  At the end, I decided to focus more on how to solve the problem rather than why it's a problem, so I didn't feature some of the stuff brought up here as prominently as I had planned, but I still left a link. At any rate, if anyone's interested in how it came out, here it is:   (I suggest reading it before you decide that I'm crazy).
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Currently, I have an object on the scene, and one in prefab. I want the prefab's script to reference to the object on the scene through the   public GameObject obj;   code. However, when I tried to add the object in the editor, I cant seem to be able to select any objects from the scene, only ones in prefabs.  I am quite new at unity, so am I missing something really basic here?   Thanks for any help!
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I would like to know if there is any way to add custom behaviour to the auto property get/set methods.  An obvious case I can think of is wanting every set property method to call on any PropertyChanged event handlers as part of a System.ComponentModel.INotifyPropertyChanged implementation.  This would allow a class to have numerous properties that can be observed, where each property is defined using auto property syntax.  Basically I'm wondering if there is anything similar to either a get/set template or post get/set hook with class scope.  (I know the same end functionality can easily be achieved in slightly more verbose ways - I just hate duplication of a pattern)
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I would like to be able to access properties of the current scene such as render.fps, frame_start, and frame_end from within a python driver script.  I have some data that is defined in terms of seconds, and I'd like the drivers consuming that data to work in two different scenes which have different frame rates.  edit: I tried using bpy.context.scene, but it turns out that is often wrong.  Let me be specific:  The driver is being evaluated to calculate the position of an object in scene "cave" and bpy.context.scene refers to scene "splash" .  In a 1-scene .blend bpy.context.scene works fine.  In a multi-scene .blend, bpy.context is not necessarily populated with what a reasonable person would consider 'the context of the driver'.
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I've never been quite able to figure out how groups work in Blender (at least not since 2.5/6x). Is it possible to group several objects and then manipulate them (scale, rotate, translate) as one?
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Here is my test code and picture:  import bpy   # Simple property reading/writing from ID properties. # This is what the RNA would do internally. def get_float(self):     return self["testprop"]   def set_float(self, value):     self["testprop"] = value  #bpy.types.Scene.test_float = bpy.props.FloatProperty(get=get_float,set=set_float) bpy.types.Scene.test_float = bpy.props.FloatProperty()   bpy.context.scene.test_float = 12.34     When I don't explicitly set the "get/set" function for my property, after assigning the value, I can get the property value by 'scene["test_float"]', but if I explicitly set the "get/set" function, then if I try to type in the same commands, I will receive a error "KeyError: 'bpy_struct[key]: key "test_float" not found'" . So what should I do to get the same results by using explicitly  "get/set" function?
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I recall there is a difference between some methods/properties called directly on the  class, and the identically named methods/properties on the  property. (Might have been the RowCount/Count property for which I read this.) The difference is one of them disregards , and the other respects/uses it.  In this particular case I'm wondering about the difference between  and . I can imagine one of them actually removes all rows, and the other one just marks them as deleted.  So my question is, is there a difference between the two Clear methods, and if so what is the difference?  (Oh, this is for .NET 1.1 btw, in case the semantics changed from one version to another.)
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I'm looking at some GXT code for GWT and I ran across this use of Generics that I can't find another example of in the Java tutorials. The class name is  if you want to look at all of the code.  Here are the important parts:  private RpcMap map;  public &lt;X&gt; X get(String property) {   if (allowNestedValues &amp;&amp; NestedModelUtil.isNestedProperty(property)) {     return (X)NestedModelUtil.getNestedValue(this, property);   }   return map == null ? null : (X) map.get(property); }   X is defined nowhere else in the class or anywhere in the hierarchy, and when I hit "go to declaration" in eclipse it just goes to the &lt;X&gt; in the public method signature.  I've tried to call this method with the following two examples to see what happens:  public Date getExpiredate() {     return  get("expiredate"); }  public String getSubject() {     return  get("subject"); }   They compile and show no errors or warnings.  I would think at the very least I would have to do a cast to get this to work.  Does this mean that Generics allow a magic return value that can be anything and will just blow up at runtime?  This seems counter to what generics are supposed to do.  Can anyone explain this to me and possibly give me a link to some documentation that explains this a little better?  I've went through Sun's 23 page pdf on generics and every example of a return value is defined either at the class level or is in one of the parameters passed in.
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So if I have this custom panel in the 3D view, is there a way I can take a property from for example the properties window and paste it onto my panel below the "text" prop, without creating a new property?  The reason I do not want to create a new property is because I want them to share all data, such as values, keyframes, drivers etc.        bl_info = {     "name": "",     "description": "",     "author": "",     "version": (0, 0, 1),     "blender": (2, 70, 0),     "location": "",     "warning": "",      "wiki_url": "",     "tracker_url": "",     "category": "" }  import bpy  from bpy.props import (StringProperty,                        BoolProperty,                        IntProperty,                        FloatProperty,                        FloatVectorProperty,                        EnumProperty,                        PointerProperty,                        ) from bpy.types import (Panel,                        Operator,                        AddonPreferences,                        PropertyGroup,                        )   class inouse_Settings(PropertyGroup):      my_bool = BoolProperty(         name="Enable or Disable",         description="A bool property",         default = False)     class UV_OT_my_panel(Panel):     bl_space_type = 'VIEW_3D'     bl_idname = "UV_OT_my_panel"     bl_label = "Custom"     bl_category = "Custom"     bl_region_type = 'TOOLS'      def draw(self, context):          scn = context.scene         mytool = scn.inhouse         layout = self.layout          col = layout.column(align=True)         row = col.row(align = True)         row.prop(mytool, "my_bool", text="Text")       def register():     bpy.utils.register_module(__name__)     bpy.types.Scene.inhouse = PointerProperty(type=inouse_Settings)  def unregister():     bpy.utils.unregister_module(__name__)     del bpy.types.Scene.inhouse  if __name__ == "__main__":     register()
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How do I enumerate the properties of a JavaScript object?  I actually want to list all the defined variables and their values, but I've learned that defining a variable actually creates a property of the window object.
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I'm trying to add an extra class name to all the blocks by extending them. Documentation:    I'm using blocks.BlockEdit to modify the edit component. I want to add a custom class name.  So far I have this  const withClass = createHigherOrderComponent( ( BlockListBlock ) =&gt; {     return ( props ) =&gt; {         let wrapperProps = props.wrapperProps;         wrapperProps = {             ...wrapperProps,             className: 'my-custom-class',         };          return &lt;BlockListBlock { ...props } wrapperProps={ wrapperProps } /&gt;;     }; }, 'withClass' );   It's working by adding the custom class to the wrapper but it is overwriting the default block class. Is it possible to append to the current classes without overriding?
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I came across this code and wanted others to provide their point of view... is it good or bad ? ;)  Class ReportClass {  public string ReportName {get; set;} }   Then it was used as follows in code:  displayReport(ReportClass.ReportName = cmbReportName.SelectedValue.ToString())   That is about the simplest form example I can give you. Quetion is... why can't I find examples ? What would this be called? Is this just asking for trouble?  EDIT: I'm referring to the inplace assignment. Which I wasn't aware of until today
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Can I pass a property as an "out" or "ref" parameter if not then why not?   e.g.  Person p = new Person();    . . .  public void Test(out p.Name);
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Does a C# script added to a parent object work more efficiently and effectively (in terms of both memory and performance) on all objects, in my case lighting, or adding script components to each lighting/GameObject object? This goes for other GameObjects parented in the hierarchy.
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Say I create an object thus:  var myObject =         {"ircEvent": "PRIVMSG", "method": "newURI", "regex": "^http://.*"};   What is the best way to retrieve a list of the property names? i.e. I would like to end up with some variable 'keys' such that:  keys == ["ircEvent", "method", "regex"]
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I want to know about the setter and getter. I know that it is a properties of declaring variable but some time I get confused. Presently I am using a sample of code that is below:  public with sharing class hello {     public String temp{set;get;}      public hello(){         temp = 'first' ;     }      public String gettemp(){         return 'second' ;     } }   So I want to know that when I use temp on VFP than what value will show on page, what is reason for that, and what is the difference between temp and gettemp?  Thanks Ashlekh Gera