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I'd do it recursively, something like this: function removeProp(obj, propToDelete) { for (var property in obj) { if (obj.hasOwnProperty(property)) { if (typeof obj[property] == "object") { removeProp(obj[property], propToDelete); } else { if (property === propToDelete && obj[property] === true) { delete ...


1

If this is the case then would it be right to say that it is not stored in memory? No. The object is definitely still stored in memory. If it has no declaration, it can still have a reference pointing to it from within another object, which is the case here since you initialized the object within a setter method for object primaryStage. If you were to ...


8

If this is the case then would it be right to say that it is not stored in memory? Not really. The Scene object is being instantiated, which by definition means memory is allocated. Why would we want to do this? As user232967 pointed out, it's a convenient way to declutter your source code. Why write (and force others to read) 5 lines of code ...


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If this is the only place that scene is used, then there isn't much point to declaring a variable, assigning the value and then passing that on. In similar fashion, you could make do the following: int x = 300; int y = 275; primaryStage.setScene(new Scene(grid, x, y)); If it can reasonably be encapsulated in a single statement, like in your example, it ...


3

This sounds like the old CFront compiler - which compiled C++ into C: Cfront was the original compiler for C++ (then known as "C with Classes") from around 1983, which converted C++ to C; developed by Bjarne Stroustrup. The preprocessor did not understand all of the language and much of the code was written via translations. Cfront had a complete ...


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I agree with Robert Harvey... this is not a bad approach. If you would like to see an example of "class" design in c that uses a different approach look at X11/xview/etc https://www.x.org/wiki/guide/ to see how structs are used like classes...



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