An Introduction to Smalltalk First Pure Object Oriented Language By: Misagh Bagherian S.Jalal...
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Transcript of An Introduction to Smalltalk First Pure Object Oriented Language By: Misagh Bagherian S.Jalal...
An Introduction to
SmalltalkFirst Pure Object Oriented Language
By:
Misagh Bagherian
S.Jalal Kazemitabar
Emad Livani
University of Tehran – ECE Department
Programming Languages Course, Fall 2004
Smalltalk Quotes
• Common languages are tools, Smalltalk is a piece of art.
• Alan Kay:
• Simple things should be simple. Complex things should be possible
Outline
• Motivation to Object-Oriented Programming
• Smalltalk History
• Structural Organization
• Classes and Subclasses
• Objects and Message Sending
• Implementation: Classes and Objects
• Syntax Overview
• Conclusions
Part 1
• Structured Programming• Object Orientation
– Objects– ADTs– Encapsulation
• Language Concepts• Smalltalk History• Why Smalltalk ?
Structured Programming
• Define tasks to be performed• Break tasks into smaller and smaller pieces
– Until you reach a size you can implement
• Define the data structures to be manipulated• Design how functions interact
– What's the input– What's the output
• Group functions into components – "units" or “modules“
• Write the code
Program Structure
• Program Structure in Structural Approach
Main Program
Sub-program Sub-program Sub-program
Sub-programSub-program
Abstract Data Types (ADTs)
• Main ideas:– Separate interface from implementation
• Example: – Sets have empty, insert, union, is_member?, …– Sets implemented as … linked list …
– Use type checking to enforce separation• Client program only has access to operations in
interface• Implementation encapsulated inside ADT construct
Object Oriented Programming
• First goal: Model the objects of the world– Noun-oriented
• (in contrast to verb-orientation in Structured Programming)
– Focus on the domain of the program
• Phases– Object-oriented analysis: Understand the domain
• Define an object-based model of it
– Object-oriented design: Define an implementation strategy
• Design the solution
– Object-oriented programming: Build it
Object Oriented Programming
• Primary object-oriented language concepts
– dynamic lookup – encapsulation– inheritance – sub typing
Objects
• An object consists of – hidden data
instance variables, also called member data
hidden functions also possible
– public operationsmethods or member functionscan also have public variables
in some languages
• Object-oriented program:– Send messages to
objects
hidden data
method1msg1
. . .. . .
methodnmsgn
Object Orientation
• Programming methodology– organize concepts into objects and classes – build extensible systems
• Language concepts– dynamic lookup– encapsulation– subtyping allows extensions of concepts– inheritance allows reuse of implementation
Dynamic Lookup
• In object-oriented programming,object message (arguments)
code depends on object and message
• In conventional programming,operation (operands)
meaning of operation is always the same
Fundamental difference between abstract data types and objects
Example
• Add two numbers x add (y)different add if x is integer, complex, etc.
• Conventional programming add (x, y)function add has fixed meaning
• Very important distinction:– Overloading is resolved at compile time, – Dynamic lookup at run time
Language concepts
• “dynamic lookup”– different code for different object– integer “+” different from real “+”
• encapsulation
• sub typing
• inheritance
How’d we get from there to here?
• How did we move from structured to object-oriented?– Key ideas
• Master-drawings in Sketchpad• Simulation “objects” in Simula
– Alan Kay and his desire to make software better
• More robust• More maintainable• More scalable
Encapsulation
• Builder of a concept has detailed view
• User of a concept has “abstract” view
• Encapsulation separates these two views – Implementation code: operate on
representation– Client code: operate by applying fixed set of
operations provided by implementer of abstraction
message Object
Encapsulation
• How does it support our objectives?
– Models real world• examples: driving a car
– Reusability & Ease of use• other users need only know ‘interface’, not the
implementation
Comparison with ADTs
• Traditional (non-OO) approach to encapsulation is through abstract data types
• Advantage– Separate interface from implementation
• Disadvantage– Not extensible in the way that OOP is
Abstract Data Types (ADTs)
• Guarantee invariants of data structure– only functions of the data type have access to the
internal representation of data
• Limited “reuse”– Cannot apply queue code to pqueue, except by
explicit parameterization, even though signatures identical
– Cannot form list of points, colored points
• Data abstraction is important part of OOP, innovation is that it occurs in an extensible form
Alan Kay
• University of Utah PhD student in 1966– Read Sketchpad, Ported Simula
• Saw “objects” as the future of computer science
• His dissertation: Flex, an object-oriented personal computer– A personal computer was a radical idea
then– How radical?
"There is no reason anyone would want a computer in their home." (Ken Olsen, Digital Equipment Corp, 1977)
Alan Kay
• Alan C. Kay: ”In the 1990’s there will be millions of personal computers. They will be the size of notebooks of today, have high-resolution flat-screen reflective displays, weigh less than ten pounds, have ten to twenty times the computing and storage capacity of an Alto. Let’s call them Dynabooks. The purchase price will be about that of a color television set of the era, ...” (1971)
Alan Kay
• Alan Kay’s categorization of Programming Languages:
– Agglutination of Features• Cobol, PL/1, Ada, etc.
– Crystallization of Style• Lisp, APL, and Smalltalk
Alan Kay’s Insights
• “Computer” as collection of Networked Computers
• All software is simulating the real world• Biology as model for objects
– Bacterium has 120M of info, 1/500th of a Cell, and we have 10^13 of these in us
– What man-made things can scale like that?• Stick a million dog houses together to get a
skyscraper?• Internet does, but how can we make that the
norm?
Birth of Objects → Sketchpad
• Ivan Sutherland's Sketchpad, 1963
Birth of Objects → Sketchpad
• First object-oriented drawing program
• Master and instance drawings
– Draw a house– Make two instances– Add a chimney to the master– Poof! The instances grow a chimney
Birth of Objects → Simula
• Simulation programming language from Norway, 1966 (Kristen Nygaard & Ole-Johan Dahl)
• Define an activity which can be instantiated as processes
• Each process has its own data and behavior– In real world, objects don't mess with each others'
internals directly
• (Simulated) Multi-processing– No Universal Scheduler in the Real World
Birth of Objects
• Objects as models of real world entities• Objects as Cells
– Independent, indivisible, interacting -- in standard ways
• Scales well– Complexity: Distributed responsibility, emergent
complexity– Robustness: Independent– Supporting growth: Same mechanism everywhere– Reuse: Provide services, just like in real world
A Personal Computer for Children
• Flex, an object-oriented personal computer
FLEX
• Enabled by Moore's Law– Imagining personal computing in 1969
• Logo, Sketchpad, and Simula– Learning representations and knowledge
through programming them– Keyboard and drawing tablet
• Computer as meta-medium– The first medium to encompass other media
Xerox PARC (Palo Alto Research Center)
• Smalltalk-72– Alan Kay, – Dan Ingalls, – Adele Goldberg, – Ted Kaehler
Goal: Dynabook
• Dynabook:
• Small• Handheld• Wireless Networking• A Personal Computer
for Children of All Ages
Look familiar?
Smalltalk Inventions
• Interface:– overlapping Windows– Icons, even iconic programming– Pop-up menus– Mouse as Pointing device
• Object-oriented programming
• Multimedia authoring environment: Drawing, music, animations
How Smalltalk was Implemented
• Byte code compiler– Machine language for a make-believe computer
• Virtual machine to create the make-believe computer– Invented years earlier by Burroughs– Used in UCSD Pascal, Java, Python, etc.
• Four files needed for this implementation:– VM– Image file (in byte code)– Sources file (all sources always came along)– Changes file (added sources by user)
Tradeoffs of Virtual Machines
• Advantages:– Can be easily ported
• If VM is well-designed, small amount of code needs to be written for each platform
– The VM can be very small• PowerMac 308K, Win32 328K, Linux-Intel 276K,
SGI Irix 609K, Solaris 816K
• Disadvantages:– Hard to make it efficient
1981: Xerox releases Smalltalk-80
• In 1981:
Finally Xerox releases Smalltalk-80
Why Smalltalk ?
• Pure object-oriented language• Uniform• Simple• Powerful• Dynamically typed (no type coercion…)• No primitive types• Syntax simple so force to think !!!!!• Discuss design, OO modeling and not
syntax!!
Why Smalltalk ?
• Object Culture
• Environment completely written in Smalltalk
• Powerful development tools
• Good to model real world applications
Part 2
• Structural Organization
• Classes and Subclasses
• Objects and Message Sending
Smalltalk: Interactive & Interpreted
• To satisfy Dynabook’s requirements, it has to be highly interactive. communication with either pointing or typing commands.
• Primary ways of defining things:– Bind a name to an object
X3yx+1
– Class definitionx*2 => send message ‘*2’ to object x
Objects React to Messages
• Smalltalk’s graphical orientation is taken from LOGO.
• LOGO introduced a style of graphics: “turtle graphics”.
Turtle drawing object .
In Smalltalk :pen.
The position of a pen called
Scribe
Changing position and draw line
Scribe goto: 200@400
Draw another line:Scribe penup.Scribe goto:[email protected] pendn.Scribe goto:500@400.
Go to a specific direction:Scribe go:300
Turn and draw:Scribe turn:90.Scribe go:300.Scribe turn:90.Scribe go:300.
• Control Structures:Scribe penup;goto:400@800;pendn;turn 180.4 timesRepeat:[Scribe go:100. Scribe turn:90]
Important Ideas
1-Objects have a behavior.
2-Objects can be made to do things by sending them messages.
3-Repetitive operations can be simplified by using control structures.
Instantiation
• A class is just a name for a particular kind of object.
• Every object is an instance of some class.
• We have to indicate the class of the instance.
• The process of creating an object is called instantiation.
• Instantiation is also a message sent to some object.
• Which object should be sent the message ?– A universal system object responsible for all
instantiations– The class relating the object.
• For the sake of Information Hiding Principle: Each class is responsible for its own instantiation.
• anotherScribe pen newAt: 200@800
Class Definition
• To draw another box
- Move the pen
- Instantiate a new pen Violates the Abstraction Principle
• A better solution:
define a class box which can be instantiated any number of times
• In defining a class, there exists some instance methods and some class methods which describe the behavior of that class. (ex. Instantiation method newAt)
• The instance variable “self”, is implicitly bound to the instance to which it is local.
Example : box class
• Class definition written in tabular form
class name box
instance var names loc tilt size scribe
instance messages and methods
shape || scribe penup; goto: loc; turnTo: tilt; pendn. 4 timesRepeat: [scribe go: size; turn: 90]
erase || scribe color background. self shape
Classes & Subclasses
• Smalltalk objects model real-world objects
• Many of the ideas in Smalltalk derive from Simula.
• Data values inside an object can represent the properties and relations in which that object participates
• The behavior of the Smalltalk object can model the behavior of the corresponding object
Class Group Related Objects
• In the real world, objects are individuals, they differ from one- another
• If all objects were totally different, it would’ve been impossible to understand the world or act effective
Class Group Related Objects
• Objects have many common properties and act similarly.
therefore we abstract these out
• The resulting abstraction, or class, retains the similar properties and omit particulars that distinguishes one individual from another
• Class definition specifies all of the properties & behaviors common to all instances of the class.
• Instance variable in the object contain the particular information.
• The behavior of the members of the class( messages being responded), is called the protocol of the class (is determined by the instance methods)
• By modeling some aspects of the real world, we try to find out what would happen under certain conditions
• To do this, laws of cause and effect are needed to describe how certain kinds of objects act in certain situations
in other words: it is necessary to know the relevant behavior of certain classes of objects
• Smalltalk simulates the behavior common to all of the instances of the class
Hierarchical Classification
• When some objects respond to certain common messages:There is Subclass and Superclass
• Subclass inherits the properties and methods of the superclass
• All other classes are are instances( perhaps indirectly) of the class object.
• Smalltalk applies/violates… principle?– Applies the Abstraction Principle to classes– Violates the Zero-One-Infinity Principle:
allowed only two levels of classes
Behavior : Extended or Modified
• Subclasses allow the behavior of a class to be extended
• Subclasses can build upon the behavior of their superclasses; they can also modify it
• Methods or properties in superclass can be overriden in subclass
• Subclass can still reach the higher level with the word “super”
overloading is implicit and inexpensive
• Ex. [3+5] the object 3 responds to the message +5 and returns 8
• Ex. [“book” + “keeper” ] the object “book” responds to the message +”keeper” and returns “bookkeeper”
• There is no operator identification problem because the system always knows the class to which an object belongs
Multiple DT Representation
• Classes simplify having several representations for one abstract datatype
Ex. indexStack array
linkStack link list
They work with ‘push’ ‘pop’ ‘empty’• Same protocol (interface) can be used
interchangeably• Thus Smalltalk applies… principles!!
– Information Hiding Principle– Manifest Interface Principle
Self-Displaying Objects
Every displayable object respond to the message print by returning a character string form of itself
Ex. w= 1+2i
z=2+5i
(w+z) print
“3+7i”
Methods accept any object with proper protocol
• It is possible at any time to define a new class and have many existing methods already applicable to it.
• X+Y can work, either integer or polynomial because:
The object x is responsible for responding to the message +y; if x is a number, it does simple addition; if x is polynomial, it does polynomial addition
Operators are handled asymmetrically
– Ex.: let pageNo contain the integer 5.We would expect “page” + pageNo to return the string “page 5”.The + method for strings could accomplish this by sending a message print to the method’s argument( 5).
– Syntactic consistency principlepageNo +”page”
• For this to take place, the + method of integers should recognize that its second argument is a string, and convert itself to a string.
• What if we extend + to polynomials?
• This situation makes it difficult to take a class( integer) as given and then extend the system by building other classes( e.g.; string ,polynomial)
• Cause : lack of orthogonality, since the definition of addition should be independent of the integer-to-string coercion.
Hierarchical subclasses preclude orthogonal classification
• In Smalltalk , classes can be immediate subclasses of exactly one other class.
• Trying to arrange the classes in this condition causes:
• Violating Security Principle (one taken from the other)
• Violating Abstraction Principle (repeat data)
Solution?
• There are different sorts of classification in the real-world which are orthogonal
• Multiple Inheritance may be a solution; but:– What is decided a method
or property exists in both superclasses?
– What is decided if something is inherited directly and indirectly?
Everything in Smalltalk is an object
• In Smalltalk, even classes are objects. This design decision satisfies… principles!– Regularity
Simplicity Principle
• A language should be simple as possible, There should be a minimum number of concepts, with simple rules for their combination.
Everything in Smalltalk is an object
• In Smalltalk, even classes are objects. This design decision satisfies… principles!– Regularity– Simplicity
What are Objects?
• Objects have characteristics of both data (e.g. quantities, properties) and programs( they do things).
• The set of messages to which an object can respond is called its protocol
• When an object is sent a message, the Smalltalk system produces an error diagnostic if that message is not part of the object’s protocol.
• Objects are instantiated dynamically
Names Are Not Typed
• Variables in Smalltalk don’t have type!
• Why is this good?– Polymorphism!
Circle Triangle RectangleSquare
Shapesshape1 draw.shape2 draw.shape3 draw.
Names Are Not Typed
• What about type checking?– Type checking occurs when a message is
sent to the object bound to a name. If the object responds to that message(i.e. the message is in its protocol), then the message is legal; otherwise it is not.
• Smalltalk like LISP, has strong, but dynamic, typing.
• Does Smalltalk’s dynamic type checking violate the Security Principle?– No! Smalltalk system will allow a message to
be sent to an object only if that object has a method to respond to the message.
Error Detection
• Instead of machine-code, Smalltalk has all of the source code available at run-time.
• In case of an error, Smalltalk can produce run-time diagnostics.
• A run-time error causes the program to be suspended. An offending class can be edited and quickly recompiled and the execution of the program can be resumed
Storage Utilization
• Every object is accessed through an object reference, that is, a pointer. Therefore all variables and parameters occupy the same amount of storage-one pointer.
Documentation
• The designers of Smalltalk claim that well-named variables provide just as good documentation.
• For E.g. calling a parameter anInteger makes its intended value just as clear as a typed declaration like n: integer
Dynamic Typing & Flexibility
• Any object with the proper protocol can be passed to a method.
• A major application of Abstraction Principle: common algorithms can be factored out of a system without complicated mechanisms.
Three Kinds of Message Syntax
• Parameterless messages– B1 show
• Unary messages– x+y
• Messages with one or more parameters– Scribe grow:100
• Satisfies the… Principle.– Zero-One-Infinity
The Smalltalk Main Loop is Written in Smalltalk
• Like most interactive systems, Smalltalk is in a loop: Read a command, execute the command, print the results, and loop:– True whileTrue: [Display put: user run]
• Variable user contains an object called user task containing:– … run ||
• Keyboard read eval print
• Strings respond to the message eval by calling the Smalltalk compiler and interpreter to evaluate themselves.
Concurrency is Easy to Implement
• Concurrent programming can be done by having the main loop run each of a set of tasks.
• This can be done by applying “run” to every element of the set S with S: map run
• A task T can be run (terminated) by adding (deleting) it to (from) the set S– S add : T
• To implement different scheduling algorithms, one should keep the objects in ordered lists and reorder the list according to some priority system.
Part 3
• Object Representation• Class Representation• Activate Record
Representation• Message
– Sending – Returning
Implementation
• Portability– More of the Smalltalk system is written in
Smalltalk– Compiler, decompiler, debugger, editor, file
system– 97% of the code– Smalltalk objects
• Smalltalk-80 virtual machine– Not portable– Between 6 and 12 kilobytes– Require one man-year to produce fully
debugged version
• Three major components– Storage Manager– Interpreter– Primitive Subroutines
Implementation
Storage Manager
• Abstract data type manager for objects• Information Hiding Principle• Operations provided for other modules for
manipulating objects– Fetch the class of an object– Fetch and Store the fields of objects– Create new objects
• Managing Free Space– Reference Counting with extension for cyclic
structures
Interpreter
• Heart of the Smalltalk system
• Interpret Smalltalk written form or
intermediate form ( more efficient )
• Abstract data type manager for methods
Primitive Subroutines
• Collection of methods that, for performance reasons, are implemented in machine code
• Basic Input-Output functions, integer arithmetic, basic screen graphics operations, …
Three Central Ideas in Smalltalk
• Objects
• Classes
• Message sending
Objects Representation
• Abstraction and Information Hiding Principles
• Just information that varies from object to object ( instance variables )
• A pointer to the data structure representing the class
Objects Representation
Box
6len.
loc
tilt
size
scribe
c.d.len.
c.d.
y
x
Point
500
200
4
Class Representation
• Every thing is an object without exception
(Regularity Principle)
• An object of a class named “class”
• Information for representing– Class name– Super class name– Instance variable names– Class message dictionary– Instance message dictionary
Class Representation
len
c.d.
name
super class
class msgs.
inst. msgs
inst. size
inst. vars
8 class
“box”
displayObject
“loc tilt size scribe”
message dict.
message dict.
4
class
string
class
string
messageDictionary
messageDictionary
Message Dictionary
• Message template
• Example– Scribe go: 100
message template is “go:”– Spinner newAt: 500@200 rate: 1
message template is “newAt:rate:”
• “go:”, “newAt:”, “rate:” are keyword
Message Dictionary
• Finding the message template in message dictionary by using hashing techniques
• Contains two entry for each message template– Source form
• For editing and displaying class definitions
– Compiled form• For rapidly interpreting
Message Dictionary
msg sourcemethod
“grow:”
“grow: amount | | self erase.size ← size + amount. self show”
push ‘self’…
returnstring
string
method
messageDictionary
Message Sending Representation
• String resemblance between message sending in Smalltalk and procedure calls in other languages
• Very similar implementation techniques
• Activation Record
• Some important differences
Activation Record Structure
• Sender Part– A dynamic link to the sender’s activation
record ( just a pointer )
• Instruction Part– Object pointer– Relative offset– Goes throw the storage manager
( Information Hiding Principle )
Activation Record Structure
• Environment Part– Local environment
• Parameters• Temporary variables• Intermediate results• Example
– newAt: initialLocation | newBox |
newBox ← box new.
…
initialLocation
newBox
intermediate results
Activation Record Structure
– Non-local environment• All other visible variables• Namely instance variables and class variables• A simple pointer to that object, static link
Activation Record Structure
Message Sending and Returning
• When a message is sent to an object– Create callee’s activation record– Identify the method by looking in the
message dictionary for that class or its super class or ….
– Transmit the parameters– Suspend the sender and saving its state in its
activation record– Establish the dynamic link and activate
receiver’s activation record
Message Sending and Returning
• Returning from the method– Transmit the returned object ( if any ) back to the
sender– Resume execution of sender
• Why omitting the deallocation of the receiver’s activation record?
• Storage manager• Information Hiding Principle• Not in the stack• Less efficient, but more simple and regular
Message Sending and Returning
• Another reason, concurrency
• The scheduler must wait for each task to return from its run method, an important limitation
• Real Smalltalk systems provide interrupt facility
• Time sharing
Message Sending and Returning
• What does happen if we use stack?
• Consider this example
• Two possibilities:– Popping N and M– Popping M from middle
of the stack
• No one is correct
• Stack is appropriate for LIFO discipline
N
M
…
Part 4
• Smalltalk Terminology• Comparison with other
OO languages• Syntax Overview• Conclusions
Smalltalk Language Terminology
• Object Instance of some class
• Class Defines behavior of its objects
• Selector Name of a message
• Message Selector together with parameter values
• Method Code used by a class to respond to message
• Instance variable Data stored in object
• Subclass Class defined by giving incremental modifications to some super class
Smalltalk vs. C++ and Java ?
Smalltalk • “Everything is an object” • Objects are passed by reference • Objects are the units of encapsulation
C++ • “Everything is a structure” • Objects are passed by value (pointers) • Classes are the units of encapsulation
Java • “Almost everything is an object” • Objects are passed by reference (no pointers) • Classes are the units of encapsulation (like C+
+)
Syntax Differences
• Languages: C++ / Java Smalltalk
Comments/*comments*///comments
“comment”
Assignments int max=100; Variable := value
Basic Types “string” ‘string’
Self Reference thisthis.getClass()
selfself class
C++ compared to Smalltalk
• C++ is…– Mixed paradigm programming: objects, but can have functions,
too– Compiled to native code (Recall: main goal is efficiency)– Based on traditional functions and stack-based scoping– Strongly typed– Storage is controlled by the programmer
• Smalltalk is…– Dynamic (feels like an interpreter)– Byte-code compiled– Persistent objects– Not at all typed– Garbage collection: storage is managed by the system
Java compared to the others
• Java looks like C++, but…– Mostly objects (no functions, but some
primitive types)– Uses a VM– Objects are more like C++'s than Smalltalk’s– Even more strongly typed– Storage is handled by garbage collection
Encapsulation (Smalltalk vs. C++)
In C++:
• not everything is an object
• pseudo message passing through member functions
• not all of an object’s state is encapsulated– public data variables– keyword ‘friend’
Encapsulation (Smalltalk vs. C++)
dataPrivateData
Methods
variablesother objectsPublic Data
“Friend”
Inheritance (Smalltalk vs. C++)
In Smalltalk:
• Generalization & Specialization
• Subclass & superclass
• Every class has a superclass
Animal
Bird MammalReptile
DogHorseSnake
Inheritance (Smalltalk vs. C++)
In Smalltalk:
ACCOUNTbalance
withdrawdeposit
SAVINGSrate
setRateapplyInterest
Super class
Subclass
Inheritance (Smalltalk vs. C++)
In Smalltalk:
• How does it support our objectives?– Models real world
• group similar ‘things’ into class hierarchy
– Reusability & Ease of use• create new classes by specializing existing ones
Inheritance (Smalltalk vs. C++)
• Inheritance in C++– public, private, protected– burden on programmer
• Multiple Inheritance– Supported in C++– Not supported in Smalltalk
Class Amethod:
Class ABprint??
Class Bmethod:
Free Implementations
• Squeak (Smalltalk for Win , Mac, etc.)– http://www.squeak.org/download/index.html
• GNU Smalltalk (Unix systems only) – http://www.gnu.org/software/smalltalk/smalltalk.html
Squeak Desktop
Hello World Example
Squeak → Pros and Cons
• Pros– Developed by the inventors of Smalltalk– Open source– Fun– Multimedia, 3D, Sounds,….
• Cons– You may think that Smalltalk is not serious– Code is sometimes not so good
Syntax (1 of 12) → Literals
• numbers -45.3, 1.5e3, 8r377
• characters $a, $-, $$
• strings ‘hello’, ‘won’’t’
• symbols (names) #M63, #bill
• arrays of other literals #(1 2 3), #( ‘who’ $q (1 2) -1)
Syntax (2 of 12) → Pseudo Variables
Pseudo-Variables:
– true, false, nil “constants”– self, super “relative to situation”
Syntax (3 of 12) → Assignment
default <- 100
“default refers to same object as 100”
list <- #(1 2 ‘three’ $4)
“list will be an array of objects 1,2,’three’, $4”
Syntax (4 of 12) → Messages
• receiver + selector(s) [+ arguments]• three forms
– unary – receiver plus one selector onlye.g., stack top, 90 sin
– binary – receiver plus selector plus argumente.g., stack push $q, 12 / 5
– keyword – receiver plus keyword argument pairse.g., arrayList at: 10 put: ‘junk’(selector is at:put:)
• precedence: unary, binary, keyword• associativity: left to right
Syntax (5 of 12) → Control Structures
• simple repetition
4 timesRepeat: [ amt <- amt + 1 ]
• conditional repetition
i <- 1
[i <= list size]
whileTrue: [list at: i put: 0.
i <- i + 1 ]
Syntax (6 of 12) → Control Structures
• selection
number = 0
ifTrue: [ parity <- 0]
ifFalse: [ parity <- 1]
i <= limit
ifTrue: [tot <- tot + list at:i]
Syntax (7 of 12)
• 1 + 2
Here 1 is an instance of class Integer, + is the message and 2 its argument. Both + and 2 are objects as well.
• 2 + 3 * 5
2 + 3 evaluates to an Integer object. Then it is sent message * and 5 as an argument.
Syntax (8 of 12)
• x = 0 ifTrue: [ ... ]
Message = is sent to object x with the argument 0. The resulting object (Boolean) is sent message ifTrue with a code block as an argument.
If x = 0 doesn’t evaluate to Boolean, the error will be detected at run time.
Syntax (9 of 12)
• [ ... ] whileTrue: (expr)
The block object is sent message whileTrue with an expression as an argument.
• MyClass new initialize: 0
Creates an instance of MyClass and calls its ”constructor” with an argument 0.
Syntax (10 of 12)
• | i | ...
Declares variable i.
• | i | i := Integer new: 5
Assignment to i.
• | :p | ...
Declares p as a parameter variable.
Syntax (11 of 12)
• #foo
Refers to symbol foo.
• #(5 8 29 10)
Declares an Array object that holds Integers 5, 8, 29 and 10.
Syntax (12 of 12)
• Classes are defined by using the graphical programming environment.
• Methods and variables (not the local ones) are also declared this way.
Costs and benefits of “true OO”
• Why is property of Ingalls test useful?– Everything is an object– All objects are accessed only through interface– Makes programs extensible
• What is implementation cost?– Every integer operation involves method call
• Unless optimizing compiler can recognize many cases
– Is this worth it?• One application where it seems useful ?• One application where it seems too costly?• Are there other issues? Security? (wait for Java final
classes…)
Advantages
Encapsulation Inheritance Dynamic Binding Storage Management
Models Real World
Reusability
Ease of use
Smalltalk Summary
• Class– creates objects that share methods– pointers to template, dictionary, parent class
• Objects: created by a class, contains instance variables
• Encapsulation – methods public, instance variables hidden
• Sub typing: implicit, no static type system
• Inheritance: subclasses, self, super Single inheritance in Smalltalk-76, Smalltalk-80
To Learn More About Smalltalk
• Lectures on Smalltalk– www.iam.unibe.ch/~ducasse/
• Lectures of Ralph Johnson– www.cs.uiuc.edu/users/cs497/lectures.html– Yes one of the Gang of Four Book (Design
Patterns) is a Smalltalk Guru!!
• Lectures of Roger Withney– http://www.eli.sdsu.edu/courses/spring01/
cs635/index.html
To Learn More About Smalltalk
Local Websitehttp://www.iam.unibe.ch/~scg/Resources/Smalltalk/
http://www.iam.unibe.ch/~ducasse/PubHTML/Smalltalk.htmlLocal Wiki: http://scgwiki.iam.unibe.ch:8080/SmalltalkWiki/Cincom Smalltalk http://www.cincom.com/smalltalk/Squeak http://www.squeak.org/
http://www.cc.gatech.edu/squeak.1Dolphin Smalltalk http://www.object-arts.com/Home.htm
http://www.smalltalk.orghttp://www.goodstart.com/index.shtmlhttp://st-www.cs.uiuc.edu/
VisualWorks Wiki http://brain.cs.uiuc.edu/VisualWorks/VisualAge Wiki: http://brain.cs.uiuc.edu/VisualAge/Newsgroup: comp.lang.smalltalkESUG http://www.esug.org/BSUG http://www.bsug.org/GSUG http://www.gsug.org/SSUG http://www.iam.unibe.ch/~ssug/
To Learn More About Smalltalk
• Smalltalk Books:• Smalltalk by Example, Alec Sharp
– Pdf at: http://www.iam.unibe.ch/~ducasse/WebPages/FreeBooks.html
• Best Smalltalk Pratices, K. Beck
• Smalltalk Pattern Design Companion, S.Alpert, K.Brown and B.Woolf
• Squeak, X. Briffault, S. Ducasse (fr)
To Learn More About Smalltalk
• Books for Starting:• On To Smalltalk, P. Winston, Addison-Wesley, 1998, 0-
201-49827-8 • Smalltalk by Example : The Developer's Guide, A.
Sharp, McGraw Hill, ISBN: 0079130364, 1997• http://www.iam.unibe.ch/~ducasse/FreeBooks.html• Smalltalk: an Introduction to application development
using VisualWorks, T. Hopkins and B. Horan, Prentice-Hall,1995, 0-13-318387-4
• Joy of Smalltalk, Ivan Tomek• http://brain.cs.uiuc.edu/VisualWorks/Joy+of+Smalltalk• Chamond, Liu, Smalltalk, Objects, and Design,
iUniverse.com, ISBN: 1583484906, 2000.
To Learn More About Smalltalk
• Advanced References• Smalltalk Best Practice Patterns, K. Beck, Prentice Hall,
1997, ISBN 0-13-476904-x• The Design Patterns Smalltalk Companion, S. Alpert and
K. Brown and B. Woolf, Addison-Wesley, 1998,0-201-18462-1
• Smalltalk with Style, S. Skublics and E. Klimas and D. Thomas, Prentice-Hall, 1996, 0-13-165549-3.
• The Smalltalk Developer’s Guide to VisualWorks, T. Howard, Sigs Books, 1995, 1-884842-11-9
• Mastering Envy/Developer, A. Knight, J. Pelrine, and A Chou., SIG Press.
…..Thanks for listening…..
…..Any Question ?…..
• We hope by this time you’ve been learned important concepts of OOP and Smalltalk as the first (and maybe only) pure OO language !