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Object Oriented Programming

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Title: Object Oriented Programming


1
Object Oriented Programming
  • Programming Languages 1
  • Robert Dewar
  • Fall 2003

2
Object Oriented Design
  • This term refers to a design principle (not to
    any particular prog lang features)
  • In OOD, the problem is modeled as interaction
    between objects
  • The computation focuses on the objects rather
    than on procedural computations

3
What is an Object?
  • An object is a structure that may (and usually
    does, hence the name) have internal state.
  • It is associated with methods that are prepared
    to accept messages from other objects.
  • The computation is modeled in terms of message
    passing between objects.

4
Simula-67
  • This was the first object oriented language. As
    you can tell from the name it is old (40 years
    old!)
  • So this is not a new idea!
  • In Simula-67, each object is a separate thread of
    control
  • From a PL point of view, each object is a task or
    thread, and message passing involves
    synchronization between threads.

5
More on Simula-67
  • The idea behind the language is that in real
    life, systems consist of independent objects
    (machines, people, reactive systems etc)
  • These objects then interact with one another.
  • The language allows modeling of these objects to
    simulate the real life system

6
More on OOD
  • OOD is possible in any language
  • Objects can be modeled using available datatypes
  • Along with specific sets of procedures or
    functions that correspond to the methods
  • The association of methods with objects in a
    non-OO language is one of convention and
    organization

7
OOD Methodology
  • Object Oriented Design is all about finding the
    objects in your problem space
  • Then representing them as objects in your program
  • Then modeling the system by interactions between
    these objects using message passing.
  • Various formal methodologies e.g. HOOD allow OOD
    to be independent of actual program.

8
Pure Object Oriented Design
  • Absolutely everything is an object
  • There is no data other than objects
  • Even an integer is an object
  • hello integer object, I have a message to send
    you that contains an integer value. The value is
    3. Could you please add this to yourself and
    report back.
  • No problem, I did as you asked, and the result
    is 5

9
So What is Relation of OOD with OOP (Object
Oriented Programming)?
  • Less than you think!
  • Lets go back further here
  • We will start with a structure (or record)
  • This can be used to hold arbitrary heterogenous
    data.
  • We might think of this as an object, but thats
    not necessarily helpful if we dont adopt an OOP
    view of the world.

10
Abstract Datatypes
  • If we take the record, and associate a number of
    procedures and functions with the record type
  • And then we declare that access to variables of
    this type (we hesitate to use the word objects
    which is overloaded here
  • Object, an object in the OOD sense
  • Object, a variable/constant of some type

11
More on ADTs
  • The only access allowed is via the procedures and
    functions.
  • We access or change data within the ADT by
    calling one of these procedures or functions
    passing a variable of the appropriate type as an
    argument.
  • So far this does not have anything directly to do
    with OOD

12
ADT Support in Languages
  • We can do ADTs in any language by adopting
    conventions
  • But pleasant languages have specific support for
    this notion
  • A way of associating the functions and procedures
    with a particular type
  • A way of hiding away the data so that it cannot
    be accessed

13
ADTs in Ada and C
  • In Ada
  • The package is the mechanism for associating
    procedures and functions with a type. More
    accurately, association in a declarative region.
  • Access is restricted by use of private types
  • In C
  • The class is the mechanism for associating
    procedures and functions with a type.
  • Private members provide privacy

14
ADTs and Code Reuse
  • Reusing code is a good thing
  • Suppose we have programmed some useful ADT
  • Now we want to use that ADT directly, great, we
    can use it as is, unchanged ?
  • But suppose we want to use a slightly modified
    version, then we have to mess with the sources,
    not good ?

15
An Example of Reuse
  • Binary tree ADT
  • Handles adding new nodes
  • Allocating and deleting nodes
  • Traversing the tree
  • But what I need is an AVL tree
  • Which is a binary tree with
  • An extra flag on each node for balance
  • Balancing routines

16
The Goal ReuseWithout Source Modification
  • Achieved using four separate but related concepts
  • Type extension adding new fields to an existing
    data structure (type)
  • Inheritance when new fields are added, old
    operations still work on modified type
  • Overriding allowing redefinition of operation
  • Dynamic dispatching Same operation does
    different thing on different modified versions,
    and we choose right operation at run-time.

17
Type Extension
  • We have a record type
  • type T is record . end record
  • And now we want to add a field to this record
  • We can either do this manually
  • Or we can have the Prog Language help

18
Manual Type Extension
  • type Nodetype Node_Ptr is access Nodetype
    Node is record Lson, Rson Node_Ptr Value
    Integerend record
  • type AVL_Node is record Parent Node
    Balance Balance_Typeend record
  • Now all those operating on AVL_Node can access
    the parent field and apply operations of the
    parent type.

19
Type Extension in the PL
  • Example is Ada (but langs are similar!)
  • type Node is tagged record Lson, Rson
    Node_Ptrend record
  • Here tagged indicates that the type can be
    extended (we will see why it is called tagged in
    a moment). And to extend it
  • type AVL_Node is new Node with record Balance
    Balance_Typeend record

20
Type Extension in the PL
  • Now objects of type AVL_Node can be treated as
    also being of type Node
  • The trick is to model the parent structure of the
    previous slide so that the parent is first in the
    record.

21
Inheritance
  • We want basic operations defined on the parent
    type to be available for the child type.
  • Again two ways of doing things
  • Manual (goes along with manual type extension)
  • Have the PL help (goes along with PL helping with
    extension)

22
Manual Inheritance
  • We just reference the parent field
  • Suppose Left is defined on Node
  • function Left (N Node) return Node_Ptr
  • Now if we have an AVL_Node
  • function to_Anode_Ptr is new Unchecked
    Conversion (Node_Ptr, Anode_Ptr)Anode
    AVL_NodeX To_Anode_Ptr (Left
    (Anode.Parent))

23
Inheritance built in to Language
  • We extend the type as before
  • type AVL_Node is new Node with record Balance
    Balance_Typeend record
  • Now the operations apply directly, so we
    automatically have a Left defined on AVL_Node
  • Anode AVL_NodeX Left (Anode)
  • Automatically applies Left to the parent. So an
    AVL_Node is a Node (just a rather special one)

24
Overriding
  • This allows us to inherit some operations
  • But in other cases we want special versions
  • For example
  • Procedure Dump_Node (N Node)
  • It makes no sense use the same code to try to
    dump an AVL_Node since it would only dump the old
    fields, and not the Balance

25
Manual Overriding
  • Just declare a new procedure
  • function Dump_AVL_Node (N AVL_Node) isbegin
    Dump_Node (N.Parent) Print (N.Balance) end
    Dump_AVL_Node
  • And by convention always use Dump_AVL_Node when
    dealing with AVL_Nodes.

26
Overriding Built Into Language
  • When we extend type, we get a Dump_Node by
    automatic inheritance
  • But we dont want that so we override
  • procedure Dump_Node (N AVL_Node) is
    Dump_Node (Node (N)) Print (N.Balance)end
    Dump_Node
  • Now any use of Dump_Node on AVL_Node will use the
    overriding subprogram.

27
When to Override
  • When we want a different behavior (the Dump_Node
    procedure of the previous slide is an example of
    this).
  • When the original operation cannot be used.
    Notably in the function case
  • function Empty_Node return Node
  • This code returns a Node, so it cannot return an
    AVL_Node
  • Overriding mandatory in this case

28
Dynamic Dispatching
  • When we extend type T1 to make type T2, the
    general term we use is subtyping, so that we say
    T2 is a subtype of T1.
  • This is EXACTLY wrong terminology in Ada, here we
    say T2 is a derived type of T1, and subtypes are
    something else
  • In either case, the deriving operation creates a
    family of related types

29
Related Types
  • The types are related both
  • Conceptually. Remember that we said that an
    AVL_Node is a node, so we are talking about the
    family of various kinds of nodes.
  • Physically, the parent is at the start, so all
    objects in the family start with the same layout
    (of the original ancestor).
  • We get a family of types rooted at a particular
    type (a type and its descendents) which share
    this relation.

30
Handling Families of Objects
  • Suppose we have a bunch of objects of various
    different types within the same family, e.g.
    Node, AVL_Node, Red_Black_Node,
    Node_With_Extra_Field, AVL_Node_With_Count etc.
  • Supose we deal with pointers
  • Someone receiving a pointer could treat it as
    always being a Node

31
Applying Operations to a Family
  • Given P, a pointer to a particular element of the
    node family, we can treat it as a Node.
  • And we can apply e.g. Lson, Rson and it will work
    with any possible element of the family, since
    e.g. an AVL_Node starts with a node.
  • We are nearly there

32
Dispatching Manually
  • Given AP, a pointer to an AVL_Node, do a manual
    forced conversion
  • function To_P is new Unchecked_Conversion
  • (AVL_Node_Ptr, Node_Ptr)X Left (To_P
    (AP).Parent)
  • This works because the pointer to the AVL_Node
    also points to a Node structure.

33
Dispatching Automatically
  • (but not quite dynamically yet ?)
  • We have the type NodeClass which can reference
    any element of the family.
  • Now we can apply Left directly
  • type NC_Ptr is access NodeClassNCP
    NC_PtrX Left (NCP.all)
  • The function Left on NodeClass is defined
    automatically, and works on any element of Node.

34
Finally Getting to Dynamic Dispatching
  • This is not right for Dump_Node
  • We really want to apply Dump_Node to an element
    of the class, and automatically have the right
    Version of Dump_Node applied.
  • This is called dynamic dispatching, since we have
    to dynamically determine which version of Nodes
    we have and choose the right Dump_Node.

35
Automatic Dynamic Dispatch
  • We have the type NodeClass which can reference
    any element of the family.
  • Now we can apply Dump_Node directly
  • type NC_Ptr is access NodeClassNCP
    NC_PtrDump_Node (NCP.all)
  • The function Dump_Node on_Node NodeClass is
    defined automatically, and works on any element
    of Node
  • AND AUTOMATICALLY GETS THE RIGHT DUMP_NODE!

36
How Did That Work???
  • The mechanism here is tricky (and will finally
    explain the tagged in the Ada definition of an
    extensible type).
  • The tag is an actual field in the record.
  • Every node object has a tag
  • The tag is a pointer to a table
  • The table contains a pointer with one entry per
    associated subprogram

37
More on the Dispatch Table (VTable)
  • The table (Vtable) has one entry for each
    associated subprogram.
  • (Vtable is the normal terminology in C)
  • The table entry is a pointer to the right
    version.
  • Calling a routine consists of looking up the
    entry in the table and then indirectly calling
    that routine.

38
Building the Dispatch Table
  • All objects of a given type point to the same
    dispatch table.
  • Dispatch table is build when type is declared.
  • When type is extended, extended type gets
    dispatch table of parent, extended by any new
    associated subprograms
  • Entries in this table are overwritten if
    corresponding operations are overridden

39
Can we Do Dynamic Dispatching Manually?
  • Sure, just make the Vtable and explicit type
  • Make the pointer to it explicit
  • Replace a call with the steps to extract the
    right entry and make an indirect call
  • Thats a pain!
  • Which is why we like OOP features built into the
    language

40
Wait A Moment, Did you say OOP?
  • Yes, these four language features are
    collectively called Object Oriented Programming
    Features
  • But we didnt mention objects when discussing
    them
  • Thats right, they are generally applicable to a
    wide range of ADTs
  • So why are they called OOP features?

41
Object Oriented Programming
  • One of the things that these OOP features are
    useful for is in reusing definitions of objects
  • The state of an object is represented by an
    abstract data type.
  • The notion of a set of associated subprograms
    maps naturally to a set of methods for the object.

42
Doing OOD using OOP Features ?
  • Each associated subprogram is a method of the
    object
  • So it must have as a parameter the object to
    which it refers.
  • For example, in Ada
  • type Obj is procedure Update (This Obj Val
    Integer)Myobj ObjUpdate (Myobj, 23)

43
If we Really Like OOD
  • We can go a bit further
  • Since all methods will have a This parameter,
    lets make it implicit (no need to keep declaring
    it in each function).
  • But we still need to say which object
  • Since the method belongs to an object, think of
    the method as part of the object.

44
The C Style
  • A class encapsulates an object, its data fields,
    and the associated methods.
  • The methods implicitly get a this parameter and
    can just refer to elements of the current object
  • To make the call, we use prefix notation
  • Obj.Update (3)

45
Going Further
  • If we really want to go further, we should insist
    that the ONLY functions and procedures are
    methods for objects
  • Thats where Java goes (C still allowed
    unattached functions).
  • Of course you can still have a Nothing object
    which has real procedures, but the emphasis
    becomes oriented to OOD.

46
Multiple Inheritance
  • So far we have been using OOP features for single
    inheritance
  • Model is clean and nice
  • But what if you have a class persistent that
    provides persistence and a class tree that
    provides trees, and you want a persistent tree.
  • No problem, just derive from both classes

47
No Problem?
  • Well, first of all, we have conceptual problems.
    Consider
  • Start with type A
  • Derive types A1 and A2 from A
  • Now derive type B from A1 and A2
  • Do we have two As around, or only one
  • Sometimes we want one, sometimes the other, and
    almost always this causes confusion.

48
No Problem? (part 2)
  • Second, it causes implementation difficulties.
  • The wonderful trick for the single inheritance
    case was that if type A is derived from type B,
    directly or indirectly, it has an A at the start,
    allowing uniform treatment.
  • But this model does not extend to more than one
    parent ?

49
Multiple Inheritance
  • C implements multiple inheritance
  • Some kludgy semantics to deal with the confusing
    duplication case
  • Some kludge implementation to deal with the
    implementation issues (which incidentally causes
    distributed overhead in the non-MI case,
    basically you carry around an offset to the
    parent field which is always zero for single
    inheritance)

50
Most OO Languages Avoid MI
  • How can we get effect of MI with no MI
  • Two answers
  • Generic mixins. Suppose our node example instead
    of being nodes of integers is nodes of type T,
    then when we instantiate type T, the nodes have
    the operations of type T available.
  • Interfaces. If an operation requires only
    Compare/Move, then we can allow it to be used on
    any class which has these methods (rather than
    requiring those classes to be derived from a
    common Comparable class). So introduce the notion
    of Comparable Interface.

51
Going Even Further towards OO
  • Languages like Small Talk and Ruby really insist
    on everything being an object, even integers and
    floats
  • You can still do manual procedural programming
    but it gets harder and harder.

52
How Far Should we Go
  • Not everything fits the OO paradigm
  • Suppose we have a package providing a type
    Large_Integer with the usual arithmetic
    operations.
  • Now derive Colored_Large_Integers
  • That works fine in Ada, we just get a new
    that works on CLIs
  • But in the OO languages this is not so clear.
  • On the other hand, prefix notation and implied
    this is definitely nice for OOD.
  • Ada may allow prefix notation in future ?
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