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Ch10 Data Abstraction and Object Orientation 4e

This document provides an overview of object-oriented programming concepts including encapsulation, inheritance, and dynamic method binding. It discusses how these concepts are implemented in languages like C++, including features like virtual functions, constructors, destructors, and polymorphism through dynamic method dispatch using virtual function tables. The key advantages of abstraction through objects are also highlighted.

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0% found this document useful (0 votes)
56 views39 pages

Ch10 Data Abstraction and Object Orientation 4e

This document provides an overview of object-oriented programming concepts including encapsulation, inheritance, and dynamic method binding. It discusses how these concepts are implemented in languages like C++, including features like virtual functions, constructors, destructors, and polymorphism through dynamic method dispatch using virtual function tables. The key advantages of abstraction through objects are also highlighted.

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Sok Vy
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Chapter 10 :: Data Abstraction

and Object Orientation

Programming Language Pragmatics, Fourth Edition


Michael L. Scott

Copyright © 2016 Elsevier


Contents

• Object-Oriented Programming
• Encapsulation and Inheritance
• Encapsulation and Inheritance (C++)
• Initialization and Finalization (2)
• Dynamic Method Binding
• Mix-In Inheritance (2)
• True Multiple Inheritance (3)
• Object-Oriented Programming
Object-Oriented Programming

• Control or PROCESS abstraction is a very old


idea (subroutines!), though few languages
provide it in a truly general form (Scheme
comes close)
• Data abstraction is somewhat newer, though its
roots can be found in Simula67
– An Abstract Data Type is one that is defined in
terms of the operations that it supports (i.e., that
can be performed upon it) rather than in terms of its
structure or implementation
Object-Oriented Programming

• Why abstractions?
– easier to think about - hide what doesn't matter to
programmer
– protection - prevent access to things you shouldn't see
– plug compatibility
• replacement of pieces, often without recompilation,
definitely without rewriting libraries
• division of labor in software projects
Object-Oriented Programming

• We talked about data abstraction some back in the


unit on naming and scoping (Ch. 3)
• Recall that we traced the historical development
of abstraction mechanisms
–Static set of variables Basic
–Locals Fortran
–Statics Fortran, Algol 60, C
–Modules Modula-2, Ada 83
–Module types Euclid
–Objects Smalltalk, C++, Eiffel, Java
Oberon, Modula-3, Ada 95
Object-Oriented Programming

• Statics allow a subroutine to retain values


from one invocation to the next, while
hiding the name in-between
• Modules allow a collection of subroutines
to share some statics, still with hiding
– If you want to build an abstract data type,
though, you have to make the module a
manager
Object-Oriented Programming
• Module types allow the module to be the
abstract data type - you can declare
a bunch of them
– This is generally more intuitive
• It avoids explicit object parameters to many
operations
• One minor drawback: If you have an operation
that needs to look at the innards of two different
types, you'd define both types in the same manager
module in Modula-2
• In C++ you need to make one of the classes (or
some of its members) "friends" of the other class
Object-Oriented Programming

• Objects add inheritance and dynamic


method binding
• Simula 67 introduced these, but didn't have
data hiding
• The 3 key factors in OO programming
– Encapsulation (data hiding)
– Inheritance
– Dynamic method binding
Encapsulation and Inheritance
• Visibility rules
– Public and Private parts of an object
declaration/definition
– 2 reasons to put things in the declaration
• so programmers can get at them
• so the compiler can understand them
– At the very least the compiler needs to know
the size of an object, even though the
programmer isn't allowed to get at many or
most of the fields (members) that contribute to
that size
• That's why private fields have to be in declaration
Encapsulation and Inheritance
Classes (C++)

• C++ distinguishes among


–public class members
•accessible to anybody
–protected class members
•accessible to members of this or derived classes
–private
•accessible just to members of this class
• A C++ structure (struct) is simply a class whose
members are public by default
• C++ base classes can also be public, private, or
protected
Encapsulation and Inheritance
Classes (C++)
• Example:
class circle : public shape { ...
anybody can convert (assign) a circle* into a shape*

class circle : protected shape { ...


only members and friends of circle or its derived classes
can convert (assign) a circle* into a shape*

class circle : private shape { ...


only members and friends of circle can convert (assign) a
circle* into a shape*
Encapsulation and Inheritance
Classes (C++)
• Disadvantage of the module-as-manager approach:
must include explicit create/initialize and
destroy/finalize routines for every abstraction
– Even w/o dynamic allocation inside module, users don't
have necessary knowledge to do initialization
– Ada 83 is a little better here: you can provide initializers for
pieces of private types, but this is NOT a general approach
– Object-oriented languages often give you constructors and
maybe destructors
• Destructors are important primarily in the absence of garbage
collection
Encapsulation and Inheritance
Classes (C++)

• A few C++ features you may not have learned:


– classes as members
foo::foo (args0) : member1 (args1),
member2 (args2) { ...
args1 and args2 need to be specified in terms of
args0
• The reason these things end up in the header of foo is that
they get executed before foo's constructor does, and the
designers consider it good style to make that clear in the
header of foo::foo
Encapsulation and Inheritance
Classes (C++)

• A few C++ features (2):


– initialization v. assignment
foo::operator=(&foo) v.
foo::foo(&foo)
foo b;
foo f = b;
// calls constructor
foo b, f;
// calls no-argument
constructor
f = b;
// calls operator=
Encapsulation and Inheritance
Classes (C++)

• A few C++ features (3):


– virtual functions (see the next dynamic method
binding section for details):
Key question: if child is derived from parent
and I have a parent* p (or a parent& p)
that points (refers) to an object that's actually a
child, what member function do I get when I
call p->f (p.f)?
• Normally I get p's f, because p's type is parent*.
• But if f is a virtual function, I get c's f.
Encapsulation and Inheritance
Classes (C++)

• A few C++ features (4):


–virtual functions (continued)
•If a virtual function has a "0" body in the parent class, then the
function is said to be a pure virtual function and the parent
class is said to be abstract
•You can't declare objects of an abstract class; you have to
declare them to be of derived classes
•Moreover any derived class must provide a body for the pure
virtual function(s)
•multiple inheritance in Standard C++ (see next)
–friends
•functions
•classes
Initialization and Finalization
• In Section 3.2, we defined the lifetime of an
object to be the interval during which it
occupies space and can hold data
– Most object-oriented languages provide some
sort of special mechanism to initialize an object
automatically at the beginning of its lifetime
• When written in the form of a subroutine, this
mechanism is known as a constructor
• A constructor does not allocate space
– A few languages provide a similar destructor
mechanism to finalize an object automatically at
the end of its lifetime
Initialization and Finalization
Issues
• choosing a constructor
• references and values
– If variables are references, then every object must be
created explicitly - appropriate constructor is called
– If variables are values, then object creation can happen
implicitly as a result of elaboration
• execution order
– When an object of a derived class is created in C++, the
constructors for any base classes will be executed before
the constructor for the derived class
• garbage collection
Dynamic Method Binding

• Virtual functions in C++ are an example of


dynamic method binding
– you don't know at compile time what type the
object referred to by a variable will be at run time
• Simula also has virtual functions (all of
which are abstract)
• In Smalltalk, Eiffel, and Java all member
functions are virtual
Dynamic Method Binding
• Note that inheritance does not obviate the need
for generics
– You might think: “hey, I can define an abstract list
class and then derive int_list, person_list, etc. from
it”, but the problem is you won't
be able to talk about the elements because you
won't know their types
– That's what generics are for: abstracting over types
• Java doesn't have generics, but it does have
(checked) dynamic casts
Dynamic Method Binding

• Data members of classes are implemented


just like structures (records)
– With (single) inheritance, derived classes have
extra fields at the end
– A pointer to the parent and a pointer to the child
contain the same address - the child just knows
that the struct goes farther than the parent does
Dynamic Method Binding

• Non-virtual functions require no space at run


time; the compiler just calls the appropriate
version, based on type of variable
– Member functions are passed an extra, hidden, initial
parameter: this (called current in Eiffel and self in
Smalltalk)
• C++ philosophy is to avoid run-time overhead
whenever possible(Sort of the legacy from C)
– Languages like Smalltalk have (much) more run-time
support
Dynamic Method Binding

• Virtual functions are the only thing that requires


any trickiness (Figure 10.3)
– They are implemented by creating a dispatch table
(vtable) for the class and putting a pointer to that table in
the data of the object
– Objects of a derived class have a different dispatch table
• In the dispatch table, functions defined in the parent come
first, though some of the pointers point to overridden
versions
• You could put the whole dispatch table in the object itself,
saving a little time, but potentially wasting a LOT of space
Dynamic Method Binding
Dynamic Method Binding
Dynamic Method Binding

• Note that if you can query the type of an


object, then you need to be able to get from
the object to run-time type info
– The standard implementation technique is to
put a pointer to the type info at the beginning of
the vtable
– Of course you only have a vtable in C++ if your
class has virtual functions
• That's why you can't do a dynamic_cast on a pointer
whose static type doesn't have virtual functions
Mix-In Inheritance

• Classes can inherit from only one “real”


parent
• Can “mix in” any number of interfaces,
simulating multiple inheritance
• Interfaces appear in Java, C#, Go, Ruby,
etc.
– contain only abstract methods, no method
bodies or fields
• Has become dominant approach,
superseding true multiple inheritance
Mix-In Inheritance
True Multiple Inheritance

• In C++, you can say


class professor : public
teacher, public researcher {
...
}
Here you get all the members of teacher
and all the members of researcher
– If there's anything that's in both (same name
and argument types), then calls to the member
are ambiguous; the compiler disallows them
True Multiple Inheritance

• You can of course create your own member in the


merged class
professor::print () {
teacher::print ();
researcher::print (); ...
}
Or you could get both:
professor::tprint () {
teacher::print ();
}
professor::rprint () {
researcher::print ();
}
True Multiple Inheritance

• Virtual base classes: In the usual case if you


inherit from two classes that are both
derived from some other class B, your
implementation includes two copies of B's
data members
• That's often fine, but other times you want a
single copy of B
– For that you make B a virtual base class
Object-Oriented Programming

• Analogy to the real world is central to the OO


paradigm - you think in terms of real-world objects
that interact to get things done
• Many OO languages are strictly sequential, but the
model adapts well to parallelism as well
• Strict interpretation of the term
– uniform data abstraction - everything is an object
– inheritance
– dynamic method binding
Object-Oriented Programming

• Lots of conflicting uses of the term out there


object-oriented style available in many
languages
– data abstraction crucial
– inheritance required by most users of the term OO
– centrality of dynamic method binding a matter of
dispute
Object-Oriented Programming

• SMALLTALK is, historically, the canonical


object-oriented language
– It has all three of the characteristics listed above
– It's based on the thesis work of Alan Kay at Utah
in the late 1960‘s
– It went through 5 generations at Xerox PARC,
where Kay worked after graduating
– Smalltalk-80 is the current standard
Object-Oriented Programming

• Other languages are described in what


follows:
• Modula-3
– single inheritance
– all methods virtual
– no constructors or destructors
• Java
– interfaces, mix-in inheritance
– all methods virtual
Object-Oriented Programming

• Ada 95
–tagged types
–single inheritance
–no constructors or destructors
–class-wide parameters:
•methods static by default
•can define a parameter or pointer that grabs the object-specific
version of all methods
–base class doesn't have to decide what will be virtual
–notion of child packages as an alternative to friends
Object-Oriented Programming

• Is C++ object-oriented?
– Uses all the right buzzwords
– Has (multiple) inheritance and generics
(templates)
– Allows creation of user-defined classes that look
just like built-in ones
– Has all the low-level C stuff to escape the
paradigm
– Has friends
– Has static type checking
Object-Oriented Programming

• In the same category of questions:


– Is Prolog a logic language?
– Is Common Lisp functional?
• However, to be more precise:
– Smalltalk is really pretty purely object-oriented
– Prolog is primarily logic-based
– Common Lisp is largely functional
– C++ can be used in an object-oriented style
Contents

• Object-Oriented Programming
• Encapsulation and Inheritance
• Encapsulation and Inheritance (C++)
• Initialization and Finalization (2)
• Dynamic Method Binding
• Mix-In Inheritance (2)
• True Multiple Inheritance (3)
• Object-Oriented Programming

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