MATLAB - obtain the object a property belongs to? - oop

Suppose I have a myClass < handle with property A. If I create an instance of myClass, say myObj, and pass myObj.A to a function, say function myFunc(val), is it possible within myFunc to see that the val passed to it is a property of myObj?
EDIT: For context:
I'm writing an API (in a sense) to interface with Arduino hardware for my research lab. The overarching class is called Vehicle, with properties PinManager < handle, TelemCollector < handle, and various Device < handles. It also has methods to do things like runMotor(), getAltitude(), etc. I have a method TelemCollector.telemFetch() which is the callback for a timer event; I would like TelemCollector.telemFetch() to be able to access Vehicle methods (namely getAltitude()); naively I would just make Vehicle a property of TelemCollector to access those methods. I was hoping to not have to do this.
EDIT2: Sample code snippet of what I'm trying to accomplish:
classdef Vehicle < handle
properties
PinManager
TelemCollector
Devices
end
methods
function obj = Vehicle(PM, TC, D)
obj.TC = TelemCollector();
obj.PM = PinManager();
obj.Devices = D();
end
function val = getAltitude(obj)
%# read altitude from a connected Device
end
function val = getSpeed(obj)
%# read speed from connected Device
end
end
end
classdef TelemCollector < handle
properties
%# ...
end
methods
function fetchTelem(obj)
%# do getAltitude(), getSpeed(), etc, here.. but I want to access
%# Vehicle.getAltitude() and Vehicle.getSpeed() somehow!
end
end
end

For all I know, no.
For example if myObj.A is a double, myFunc will just be passed the value it contains and there will be no reference to the object. If you were calling myFunc(somevariable) where somevariable was really the name of a variable and not an expression, then calling inputname(1) inside of myFunc would give you the string 'somevariable', but since you are referring to a property of a class, this is too complicated for MATLAB and inputname(1) just returns '' (tested with MATLAB R2011a).
Update: Why do you need to know this anyhow? If your interfaces are cleanly designed, you should probably not have to do this kind of thing. Or are you trying to work around someone else's bug/bad design? Depending on your application you could think of some kind of very dirty hack involving dbstack, trying to find out which m-file called your function, read the appropriate line of code from the .m file, parse it and then access the object using evalin('caller',...) ... but I doubt that's a good idea ;-).
Edit in response to context you provided:
Can't you just redefine your Timer callback to hand over the "Vehicle" object as well? i.e.
set(yourtimer_handle,'TimerFcn',{#fetchTelem,vehicle_handle});
means that whenever the callback timer calls the function TelemCollector.fetchTelem(), it hands over vehicle_handle as a third argument as described in the docu. This works in conjunction with a changed function head
function fetchTelem(obj, event, vehicle_handle)
where you can replace event by ~ in newer MATLAB versions if you don't need it.
Could that work?

fetchTelem can't call methods of an object that it doesn't have a reference to. So, regardless, you need to provide your TelemCollector object with the Vehicle handle.
Personally, I think the association between Vehicle and TelemCollector should be in the opposite direction. I would prefer something that looked more like:
V = Vehicle(PM, D);
TC = TelemCollector(V);
Although it really depends on how you expect to use the classes.
I agree with #Jonas Heidelberg: if it's this difficult, then it's probably the wrong interface.

Related

Do I understand not using getters and setters correctly

After reading this piece by Yegor about not using getters and setters, it sounds like something that makes sense to me.
Please note this question is not about whether doing it is better/worst, only if I am implementing it correctly
I was wondering in the following two examples in VBA, if I understand the concept correctly, and if I am applying it correctly.
The standard way would be:
Private userName As String
Public Property Get Name() As String
Name = userName
End Property
Public Property Let Name(rData As String)
userName = rData
End Property
It looks to me his way would be something like this:
Private userName As String
Public Function returnName() As String
returnName = userName
End Function
Public Function giveNewName(newName As String) As String
userName = newName
End Function
From what I understand from the two examples above is that if I wanted to change the format of userName (lets say return it in all-caps), then I can do this with the second method without changing the name of the method that gives the name through - I can just let returnName point to a userNameCaps property. The rest of my code in my program can still stay the same and point to the method userName.
But if I want to do this with the first example, I can make a new property, but then have to change my code everywhere in the program as well to point to the new property... is that correct?
In other words, in the first example the API gets info from a property, and in the second example the API gets info from a method.
Your 2nd snippet is neither idiomatic nor equivalent. That article you link to, is about Java, a language which has no concept whatsoever of object properties - getFoo/setFoo is a mere convention in Java.
In VBA this:
Private userName As String
Public Property Get Name() As String
Name = userName
End Property
Public Property Let Name(rData As String)
userName = rData
End Property
Is ultimately equivalent to this:
Public UserName As String
Not convinced? Add such a public field to a class module, say, Class1. Then add a new class module and add this:
Implements Class1
The compiler will force you to implement a Property Get and a Property Let member, so that the Class1 interface contract can be fulfilled.
So why bother with properties then? Properties are a tool, to help with encapsulation.
Option Explicit
Private Type TSomething
Foo As Long
End Type
Private this As TSomething
Public Property Get Foo() As Long
Foo = this.Foo
End Property
Public Property Let Foo(ByVal value As Long)
If value <= 0 Then Err.Raise 5
this.Foo = value
End Property
Now if you try to assign Foo with a negative value, you'll get a runtime error: the property is encapsulating an internal state that only the class knows and is able to mutate: calling code doesn't see or know about the encapsulated value - all it knows is that Foo is a read/write property. The validation logic in the "setter" ensures the object is in a consistent state at all times.
If you want to break down a property into methods, then you need a Function for the getter, and assignment would be a Sub not a Function. In fact, Rubberduck would tell you that there's a problem with the return value of giveNewName being never assigned: that's a much worse code smell than "OMG you're using properties!".
Functions return a value. Subs/methods do something - in the case of an object/class, that something might imply mutating internal state.
But by avoiding Property Let just because some Java guy said getters & setters are evil, you're just making your VBA API more cluttered than it needs to be - because VBA understands properties, and Java does not. C# and VB.NET do however, so if anything the principles of these languages would be much more readily applicable to VBA than Java's, at least with regards to properties. See Property vs Method.
FWIW public member names in VB would be PascalCase by convention. camelCase public member names are a Java thing. Notice how everything in the standard libraries starts with a Capital first letter?
It seems to me that you've just given the property accessors new names. They are functionally identical.
I think the idea of not using getters/setters implies that you don't try to externally modify an object's state - because if you do, the object is not much more than a user-defined type, a simple collection of data. Objects/Classes should be defined by their behavior. The data they contain should only be there to enable/support that behavior.
That means you don't tell the object how it has to be or what data you want it to hold. You tell it what you want it to do or what is happening to it. The object itself then decides how to modify its state.
To me it seems your example class is a little too simple to work as an example. It's not clear what the intended purpose is: Currently you'd probably better off just using a variable UserName instead.
Have a look at this answer to a related question - I think it provides a good example.
Regarding your edit:
From what I understand from the two examples above is that if I wanted
to change the format of userName (lets say return it in all-caps),
then I can do this with the second method without changing the name of
the method that gives the name through - I can just let returnName
point to a userNameCaps property. The rest of my code in my program
can still stay the same and point to the method iserName.
But if I want to do this with the first example, I can make a new
property, but then have to change my code everywhere in the program as
well to point to the new property... is that correct?
Actually, what you're describing here, is possible in both approaches. You can have a property
Public Property Get Name() As String
' possibly more code here...
Name = UCase(UserName)
End Property
or an equivalent function
Public Function Name() As String
' possibly more code here...
Name = UCase(UserName)
End Function
As long as you only change the property/function body, no external code needs to be adapted. Keep the property's/function's signature (the first line, including the Public statement, its name, its type and the order and type of its parameters) unchanged and you should not need to change anything outside the class to accommodate.
The Java article is making some sort of philosophic design stance that is not limited to Java: The general advise is to severely limit any details on how a class is implemented to avoid making one's code harder to maintain. Putting such advice into VBA terms isn't irrelevant.
Microsoft popularized the idea of a Property that is in fact a method (or two) which masquerade as a field (i.e. any garden-variety variable). It is a neat-and-tidy way to package up a getter and setter together. Beyond that, really, behind the scenes it's still just a set of functions or subroutines that perform as accessors for your class.
Understand that VBA does not do classes, but it does do interfaces. That's what a "Class Module" is: An interface to an (anonymous) class. When you say Dim o As New MyClassModule, VBA calls some factory function which returns an instance of the class that goes with MyClassModule. From that point, o references the interface (which in turn is wired into the instance). As #Mathieu Guindon has demonstrated, Public UserName As String inside a class module really becomes a Property behind the scenes anyway. Why? Because a Class Module is an interface, and an interface is a set of (pointers to) functions and subroutines.
As for the philosophic design stance, the really big idea here is not to make too many promises. If UserName is a String, it must always remain a String. Furthermore, it must always be available - you cannot remove it from future versions of your class! UserName might not be the best example here (afterall, why wouldn't a String cover all needs? for what reason might UserName become superfluous?). But it does happen that what seemed like a good idea at the time the class was being made turns into a big goof. Imagine a Public TwiddlePuff As Integer (or instead getTwiddlePuff() As Integer and setTwiddlePuff(value As Integer)) only to find out (much later on!) that Integer isn't sufficient anymore, maybe it should have been Long. Or maybe a Double. If you try to change TwiddlePuff now, anything compiled back when it was Integer will likely break. So maybe people making new code will be fine, and maybe it's mostly the folks who still need to use some of the old code who are now stuck with a problem.
And what if TwiddlePuff turned out to be a really big design mistake, that it should not have been there in the first place? Well, removing it brings its own set of headaches. If TwiddlePuff was used at all elsewhere, that means some folks may have a big refactoring job on their hands. And that might not be the worst of it - if your code compiles to native binaries especially, that makes for a really big mess, since an interface is about a set of function pointers layed out and ordered in a very specific way.
Too reiterate, do not make too many promises. Think through on what you will share with others. Properties-getters-setters-accessors are okay, but must be used thoughtfully and sparingly. All of that above is important if what you are making is code that you are going to share with others, and others will take it and use it as part of a larger system of code, and it may be that these others intend to share their larger systems of code with yet even more people who will use that in their even larger systems of code.
That right there is probably why hiding implementation details to the greatest extent possible is regarded as fundamental to object oriented programming.

MATLAB OOP: Communication between objects of different subclasses

I am at the beginning of a bigger project, where I have to rewrite existing MATLAB script code. I was asked to use MATLAB's object oriented programming support to get a more flexible and robust program.
I got to a point, where I wondered how to let objects of different subclasses communicate or better: what is the best or most elegant/efficient/user friendly way to do that.
Example:
Superclass A (handle class):
classdef A < handle
properties
myvar
end
methods (Access = protected)
function calc_myvar(obj)
%calculate myvar with some code
obj.myvar=...;
end
end
end
Subclass B:
classdef B < A
properties
subclassvar
end
methods (Access = protected)
function calc_subclassvar(obj)
%calculate subclassvar with some code
%needs myvar of an object of class C
%C.myvar
obj.subclassvar=...;
end
end
end
Subclass C:
classdef C < A
properties
%some other properties
end
methods
%some other methods
end
end
So subclass B needs a variable of subclass C that is defined in A. At the moment I always pass an object of C as additional input parameter to the function. Additionally I don't know if C.myvar already has a value.
Current implementation:
function calc_subclassvar(obj,C)
if isempty(C.myvar)
C.calc_myvar;
end
obj.subclassvar = do_something_with_C.myvar;
end
Is there another, better way? I read of overloading the get function, so I don't have to check everytime if the variable exists? And I read about events and listeners but couldn't get it to work satisfactorily. For example if I want to add a listener to C it has to know from which specific object of A the event is sent. Or is there a way that C just listens for any object of A?
Maybe you know another way. It's kind of confusing. =)
I think you are over complicating the problem a bit. Either that, or I do not completely understand what you are asking for.
First of all, you are not using any constructors. I would normally use those to pass references to objects needed in a given class at instance-time. Secondly, you write that you don't know if C has been initialized when you need it in B. I see that as a lack of structure in your program, so if a part of your restructuring task is to make the program more robust, this would be a good place to start. Unless you have really good reasons against it, you should be able to tell in which order different objects are being initialized. Using constructors as explained above forces you to consider this, as you can't instance C without an instance of B in your example.
Below are my version of B and C. I excluded A as the need for inheritance is not really concerned with this problem.
Class C:
classdef C < handle
properties
some_const = pi;
end
methods
%some other methods
end
end
Class B:
classdef B < handle
properties
C_handle
end
methods (Access = public)
function obj = B(C_handle)
obj.C_handle = C_handle;
end
function disp_c_var(obj)
disp(obj.C_handle.some_const)
end
end
end
Use of the classes:
c_inst = C();
b_inst = B(c_inst);
b_inst.disp_c_var();
Now, all subsequent uses of b_inst already have a reference to c_inst, so it wont have to be passed again.

Matlab: Class destructor not called during clear?

In Matlab I have a class
classdef myClass
properties
% some properties here...
end
methods ( Access = 'public' )
function obj = myClass()
% constructor...
end
function obj = delete( obj )
% suppose to be destructor...
fprintf(1, 'delete\n');
end
end % public methods
end
What is the default behavior of Matlab when I clear a variable of type myClass?
For example:
>> m = myClass();
>> clear m
I would expect Matlab to call the destructor of m at this stage, but it seems like it doesn't!!
My questions:
How can I force a call to the destructor when clearing a variable?
Is this default behavior of Matlab's makes any sense? Isn't it more logical to call the destructor when clearing a variable?
Is it possible that Matlab's classes do not have a detructor method (that is, there is no default method to be called when the class is destroyed)? Or am I missing something?
Is it possible that only classes derived from handle have a destructor (the delete method)?
Thanks!
EDIT : following Jonas' answer, a brief summary:
Matlab has two types of classes: value classes (the default) and handle classes (derived from handle super class). Value classes tends to provide better performance, however, they do not have a destructor functionality.
handle classes do have a destructor function: delete that is called when the class is destroyed. See this question from more details on handle class destructors.
If one wishes to have a destructor-like functionality for value classes, Jona's answer proposes a method utilizing onCleanup functionality.
Thanks for the good answer and the insightful comments!
Delete is only defined as class destructor for handle classes, not value classes (so the answer to Q4 is "yes", see the previous link to the documentation). Value classes work very much like standard Matlab arrays, in that they're passed by value rather than by reference, and in that many of the internals, such as destructors, are hidden from the user. In exchange, they're usually faster (see for example this SO question).
Consequently, I suggest to use the onCleanup functionality if you want to have a delete method being called (note that delete(m) will not actually delete anything, so you may want to make that a private method).
classdef myTestClass
properties
% some properties here...
end
properties (Hidden)
cleanup
end
methods ( Access = 'public' )
function obj = myTestClass()
% constructor...
obj.cleanup = onCleanup(#()delete(obj));
end
end
methods ( Access = 'private' )
%# I suggest hiding the delete method, since it does not
%# actually delete anything
function obj = delete( obj )
fprintf(1, 'delete\n');
end
end % public methods
end

Should private functions modify field variable, or use a return value?

I'm often running into the same trail of thought when I'm creating private methods, which application is to modify (usually initialize) an existing variable in scope of the class.
I can't decide which of the following two methods I prefer.
Lets say we have a class Test with a field variable x. Let it be an integer. How do you usually modify / initialize x ?
a) Modifying the field directly
private void initX(){
// Do something to determine x. Here its very simple.
x = 60;
}
b) Using a return value
private int initX(){
// Do something to determine x. Here its very simple.
return 60;
}
And in the constructor:
public Test(){
// a)
initX();
// b)
x = initX();
}
I like that its clear in b) which variable we are dealing with. But on the other hand, a) seems sufficient most of the time - the function name implies perfectly well what we are doing!
Which one do you prefer and why?
Thank for your answers guys! I'll make this a community wiki as I realize that there is no correct answer to this.
I usually prefer b), only I pick a different name, like computeX() in this case. A few reasons for why:
if I declare computeX() as protected, there is a simple way for a subclass to influent how it works, yet x itself can remain a private field;
I like to declare fields final if that's what they are; in this case a) is not an option since initialization has to happen in compiler (this is Java-specific, but your examples all look Java as well).
That said, I don't have a strong preference between the two methods. For instance, if I need to initialize several related fields at once, I will usually pick option a). That, though, only if I cannot or don't want for some reason, to initialize directly in constructor.
For initialization I prefer constructor initialization if it's possible,
public Test():x(val){...}, or write initialization code in the constructor body. Constructor is the best place to initialize all the fields (actually, it is the purpose of constructor). I'd use private initX() approach only if initialization code for X is too long (just for readability) and call this function from constructor. private int initX() in my opinion has nothing to do with initialization(unless you implement lazy initialization,but in this case it should return &int or const &int) , it is an accessor.
I would prefer option b), because you can make it a const function in languages that support it.
With option a), there is a temptation for new, lazy or just time-stressed developers to start adding little extra tasks into the initX method, instead of creating a new one.
Also, in b), you can remove initX() from the class definition, so consumers of the object don't even have to know it's there. For example, in C++.
In the header:
class Test {
private: int X;
public: Test();
...
}
In the CPP file:
static int initX() { return 60; }
Test::Test() {
X = initX();
}
Removing the init functions from the header file simplifies the class for the people that have to use it.
Neither?
I prefer to initialize in the constructor and only extract out an initialization method if I need a lot of fields initialized and/or need the ability to re-initialize at another point in the life time of an instance (without going through a destruct/construct).
More importantly, what does 60 mean?
If it is a meaningful value, make it a const with a meaningful name: NUMBER_OF_XXXXX, MINUTES_PER_HOUR, FIVE_DOZEN_APPLES, SPEED_LIMIT, ... regardless of how and where you subsequently use it (constructor, init method or getter function).
Making it a named constant makes the value re-useable in and of itself. And using a const is much more "findable", especially for more ubiquitous values (like 1 or -1) then using the actual value.
Only when you want to tie this const value to a specific class would it make sense to me to create a class const or var, or - it the language does not support those - a getter class function.
Another reason to make it a (virtual) getter function would be if descendant classes need the ability to start with a different initial value.
Edit (in response to comments):
For initializations that involve complex calculations I would also extract out a method to do the calculation. The choice of making that method a procedure that directly modifies the field value (a) or a function that returns the value it should be given (b), would be driven by the question whether or not the calculation would be needed at other times than "just the constructor".
If only needed at initialization in the constructor, I would prefer method (a).
If the calculation needs to be done at other times as well, I would opt for method (b) as it also makes it possible to assign the outcome to some other field or local variable and so can be used by descendants or other users of the class without affecting the inner state of the instance.
Actually only a) method behaves as expected (by analyzing method name). Method b) should be named 'return60' in your example or 'getXValue' in some more complicated one.
Both options are correct in my opinion. It all depeneds what was your intention when certain design was choosen. If your method has to do initialization only I would prefer a) beacuse it is simplier. In case x value is also used for something else somewhere in logic using b) option might lead to more consistent code.
You should also always write method names clearly and make those names corresponding with actual logic. (in this case method b) has confusing name).
#Frederik, if you use option b) and you have a LOT of field variables, the constructor will become a quite unwieldy block of code. Sometimes you just can't help but have lots and lots of member variables in a class (example: it's a domain object and it's data comes straight from a very wide table in the database). The most pragmatic approach would be to modularize the code as you need to.

What's the difference between a method and a function?

Can someone provide a simple explanation of methods vs. functions in OOP context?
A function is a piece of code that is called by name. It can be passed data to operate on (i.e. the parameters) and can optionally return data (the return value). All data that is passed to a function is explicitly passed.
A method is a piece of code that is called by a name that is associated with an object. In most respects it is identical to a function except for two key differences:
A method is implicitly passed the object on which it was called.
A method is able to operate on data that is contained within the class (remembering that an object is an instance of a class - the class is the definition, the object is an instance of that data).
(this is a simplified explanation, ignoring issues of scope etc.)
A method is on an object or is static in class.
A function is independent of any object (and outside of any class).
For Java and C#, there are only methods.
For C, there are only functions.
For C++ and Python it would depend on whether or not you're in a class.
But in basic English:
Function: Standalone feature or functionality.
Method: One way of doing something, which has different approaches or methods, but related to the same aspect (aka class).
'method' is the object-oriented word for 'function'. That's pretty much all there is to it (ie., no real difference).
Unfortunately, I think a lot of the answers here are perpetuating or advancing the idea that there's some complex, meaningful difference.
Really - there isn't all that much to it, just different words for the same thing.
[late addition]
In fact, as Brian Neal pointed out in a comment to this question, the C++ standard never uses the term 'method' when refering to member functions. Some people may take that as an indication that C++ isn't really an object-oriented language; however, I prefer to take it as an indication that a pretty smart group of people didn't think there was a particularly strong reason to use a different term.
In general: methods are functions that belong to a class, functions can be on any other scope of the code so you could state that all methods are functions, but not all functions are methods:
Take the following python example:
class Door:
def open(self):
print 'hello stranger'
def knock_door():
a_door = Door()
Door.open(a_door)
knock_door()
The example given shows you a class called "Door" which has a method or action called "open", it is called a method because it was declared inside a class. There is another portion of code with "def" just below which defines a function, it is a function because it is not declared inside a class, this function calls the method we defined inside our class as you can see and finally the function is being called by itself.
As you can see you can call a function anywhere but if you want to call a method either you have to pass a new object of the same type as the class the method is declared (Class.method(object)) or you have to invoke the method inside the object (object.Method()), at least in python.
Think of methods as things only one entity can do, so if you have a Dog class it would make sense to have a bark function only inside that class and that would be a method, if you have also a Person class it could make sense to write a function "feed" for that doesn't belong to any class since both humans and dogs can be fed and you could call that a function since it does not belong to any class in particular.
Simple way to remember:
Function → Free (Free means it can be anywhere, no need to be in an object or class)
Method → Member (A member of an object or class)
A very general definition of the main difference between a Function and a Method:
Functions are defined outside of classes, while Methods are defined inside of and part of classes.
The idea behind Object Oriented paradigm is to "treat" the software is composed of .. well "objects". Objects in real world have properties, for instance if you have an Employee, the employee has a name, an employee id, a position, he belongs to a department etc. etc.
The object also know how to deal with its attributes and perform some operations on them. Let say if we want to know what an employee is doing right now we would ask him.
employe whatAreYouDoing.
That "whatAreYouDoing" is a "message" sent to the object. The object knows how to answer to that questions, it is said it has a "method" to resolve the question.
So, the way objects have to expose its behavior are called methods. Methods thus are the artifact object have to "do" something.
Other possible methods are
employee whatIsYourName
employee whatIsYourDepartmentsName
etc.
Functions in the other hand are ways a programming language has to compute some data, for instance you might have the function addValues( 8 , 8 ) that returns 16
// pseudo-code
function addValues( int x, int y ) return x + y
// call it
result = addValues( 8,8 )
print result // output is 16...
Since first popular programming languages ( such as fortran, c, pascal ) didn't cover the OO paradigm, they only call to these artifacts "functions".
for instance the previous function in C would be:
int addValues( int x, int y )
{
return x + y;
}
It is not "natural" to say an object has a "function" to perform some action, because functions are more related to mathematical stuff while an Employee has little mathematic on it, but you can have methods that do exactly the same as functions, for instance in Java this would be the equivalent addValues function.
public static int addValues( int x, int y ) {
return x + y;
}
Looks familiar? That´s because Java have its roots on C++ and C++ on C.
At the end is just a concept, in implementation they might look the same, but in the OO documentation these are called method.
Here´s an example of the previously Employee object in Java.
public class Employee {
Department department;
String name;
public String whatsYourName(){
return this.name;
}
public String whatsYourDeparmentsName(){
return this.department.name();
}
public String whatAreYouDoing(){
return "nothing";
}
// Ignore the following, only set here for completness
public Employee( String name ) {
this.name = name;
}
}
// Usage sample.
Employee employee = new Employee( "John" ); // Creates an employee called John
// If I want to display what is this employee doing I could use its methods.
// to know it.
String name = employee.whatIsYourName():
String doingWhat = employee.whatAreYouDoint();
// Print the info to the console.
System.out.printf("Employee %s is doing: %s", name, doingWhat );
Output:
Employee John is doing nothing.
The difference then, is on the "domain" where it is applied.
AppleScript have the idea of "natural language" matphor , that at some point OO had. For instance Smalltalk. I hope it may be reasonable easier for you to understand methods in objects after reading this.
NOTE: The code is not to be compiled, just to serve as an example. Feel free to modify the post and add Python example.
In OO world, the two are commonly used to mean the same thing.
From a pure Math and CS perspective, a function will always return the same result when called with the same arguments ( f(x,y) = (x + y) ). A method on the other hand, is typically associated with an instance of a class. Again though, most modern OO languages no longer use the term "function" for the most part. Many static methods can be quite like functions, as they typically have no state (not always true).
Let's say a function is a block of code (usually with its own scope, and sometimes with its own closure) that may receive some arguments and may also return a result.
A method is a function that is owned by an object (in some object oriented systems, it is more correct to say it is owned by a class). Being "owned" by a object/class means that you refer to the method through the object/class; for example, in Java if you want to invoke a method "open()" owned by an object "door" you need to write "door.open()".
Usually methods also gain some extra attributes describing their behaviour within the object/class, for example: visibility (related to the object oriented concept of encapsulation) which defines from which objects (or classes) the method can be invoked.
In many object oriented languages, all "functions" belong to some object (or class) and so in these languages there are no functions that are not methods.
Methods are functions of classes. In normal jargon, people interchange method and function all over. Basically you can think of them as the same thing (not sure if global functions are called methods).
http://en.wikipedia.org/wiki/Method_(computer_science)
A function is a mathematical concept. For example:
f(x,y) = sin(x) + cos(y)
says that function f() will return the sin of the first parameter added to the cosine of the second parameter. It's just math. As it happens sin() and cos() are also functions. A function has another property: all calls to a function with the same parameters, should return the same result.
A method, on the other hand, is a function that is related to an object in an object-oriented language. It has one implicit parameter: the object being acted upon (and it's state).
So, if you have an object Z with a method g(x), you might see the following:
Z.g(x) = sin(x) + cos(Z.y)
In this case, the parameter x is passed in, the same as in the function example earlier. However, the parameter to cos() is a value that lives inside the object Z. Z and the data that lives inside it (Z.y) are implicit parameters to Z's g() method.
Historically, there may have been a subtle difference with a "method" being something which does not return a value, and a "function" one which does.Each language has its own lexicon of terms with special meaning.
In "C", the word "function" means a program routine.
In Java, the term "function" does not have any special meaning. Whereas "method" means one of the routines that forms the implementation of a class.
In C# that would translate as:
public void DoSomething() {} // method
public int DoSomethingAndReturnMeANumber(){} // function
But really, I re-iterate that there is really no difference in the 2 concepts.
If you use the term "function" in informal discussions about Java, people will assume you meant "method" and carry on. Don't use it in proper documents or presentations about Java, or you will look silly.
Function or a method is a named callable piece of code which performs some operations and optionally returns a value.
In C language the term function is used. Java & C# people would say it a method (and a function in this case is defined within a class/object).
A C++ programmer might call it a function or sometimes method (depending on if they are writing procedural style c++ code or are doing object oriented way of C++, also a C/C++ only programmer would likely call it a function because term 'method' is less often used in C/C++ literature).
You use a function by just calling it's name like,
result = mySum(num1, num2);
You would call a method by referencing its object first like,
result = MyCalc.mySum(num1,num2);
Function is a set of logic that can be used to manipulate data.
While, Method is function that is used to manipulate the data of the object where it belongs.
So technically, if you have a function that is not completely related to your class but was declared in the class, its not a method; It's called a bad design.
In OO languages such as Object Pascal or C++, a "method" is a function associated with an object. So, for example, a "Dog" object might have a "bark" function and this would be considered a "Method". In contrast, the "StrLen" function stands alone (it provides the length of a string provided as an argument). It is thus just a "function." Javascript is technically Object Oriented as well but faces many limitations compared to a full-blown language like C++, C# or Pascal. Nonetheless, the distinction should still hold.
A couple of additional facts: C# is fully object oriented so you cannot create standalone "functions." In C# every function is bound to an object and is thus, technically, a "method." The kicker is that few people in C# refer to them as "methods" - they just use the term "functions" because there isn't any real distinction to be made.
Finally - just so any Pascal gurus don't jump on me here - Pascal also differentiates between "functions" (which return a value) and "procedures" which do not. C# does not make this distinction explicitly although you can, of course, choose to return a value or not.
Methods on a class act on the instance of the class, called the object.
class Example
{
public int data = 0; // Each instance of Example holds its internal data. This is a "field", or "member variable".
public void UpdateData() // .. and manipulates it (This is a method by the way)
{
data = data + 1;
}
public void PrintData() // This is also a method
{
Console.WriteLine(data);
}
}
class Program
{
public static void Main()
{
Example exampleObject1 = new Example();
Example exampleObject2 = new Example();
exampleObject1.UpdateData();
exampleObject1.UpdateData();
exampleObject2.UpdateData();
exampleObject1.PrintData(); // Prints "2"
exampleObject2.PrintData(); // Prints "1"
}
}
Since you mentioned Python, the following might be a useful illustration of the relationship between methods and objects in most modern object-oriented languages. In a nutshell what they call a "method" is just a function that gets passed an extra argument (as other answers have pointed out), but Python makes that more explicit than most languages.
# perfectly normal function
def hello(greetee):
print "Hello", greetee
# generalise a bit (still a function though)
def greet(greeting, greetee):
print greeting, greetee
# hide the greeting behind a layer of abstraction (still a function!)
def greet_with_greeter(greeter, greetee):
print greeter.greeting, greetee
# very simple class we can pass to greet_with_greeter
class Greeter(object):
def __init__(self, greeting):
self.greeting = greeting
# while we're at it, here's a method that uses self.greeting...
def greet(self, greetee):
print self.greeting, greetee
# save an object of class Greeter for later
hello_greeter = Greeter("Hello")
# now all of the following print the same message
hello("World")
greet("Hello", "World")
greet_with_greeter(hello_greeter, "World")
hello_greeter.greet("World")
Now compare the function greet_with_greeter and the method greet: the only difference is the name of the first parameter (in the function I called it "greeter", in the method I called it "self"). So I can use the greet method in exactly the same way as I use the greet_with_greeter function (using the "dot" syntax to get at it, since I defined it inside a class):
Greeter.greet(hello_greeter, "World")
So I've effectively turned a method into a function. Can I turn a function into a method? Well, as Python lets you mess with classes after they're defined, let's try:
Greeter.greet2 = greet_with_greeter
hello_greeter.greet2("World")
Yes, the function greet_with_greeter is now also known as the method greet2. This shows the only real difference between a method and a function: when you call a method "on" an object by calling object.method(args), the language magically turns it into method(object, args).
(OO purists might argue a method is something different from a function, and if you get into advanced Python or Ruby - or Smalltalk! - you will start to see their point. Also some languages give methods special access to bits of an object. But the main conceptual difference is still the hidden extra parameter.)
for me:
the function of a method and a function is the same if I agree that:
a function may return a value
may expect parameters
Just like any piece of code you may have objects you put in and you may have an object that comes as a result. During doing that they might change the state of an object but that would not change their basic functioning for me.
There might be a definition differencing in calling functions of objects or other codes. But isn't that something for a verbal differenciations and that's why people interchange them? The mentions example of computation I would be careful with. because I hire employes to do my calculations:
new Employer().calculateSum( 8, 8 );
By doing it that way I can rely on an employer being responsible for calculations. If he wants more money I free him and let the carbage collector's function of disposing unused employees do the rest and get a new employee.
Even arguing that a method is an objects function and a function is unconnected computation will not help me. The function descriptor itself and ideally the function's documentation will tell me what it needs and what it may return. The rest, like manipulating some object's state is not really transparent to me. I do expect both functions and methods to deliver and manipulate what they claim to without needing to know in detail how they do it.
Even a pure computational function might change the console's state or append to a logfile.
From my understanding a method is any operation which can be performed on a class. It is a general term used in programming.
In many languages methods are represented by functions and subroutines. The main distinction that most languages use for these is that functions may return a value back to the caller and a subroutine may not. However many modern languages only have functions, but these can optionally not return any value.
For example, lets say you want to describe a cat and you would like that to be able to yawn. You would create a Cat class, with a Yawn method, which would most likely be a function without any return value.
To a first order approximation, a method (in C++ style OO) is another word for a member function, that is a function that is part of a class.
In languages like C/C++ you can have functions which are not members of a class; you don't call a function not associated with a class a method.
IMHO people just wanted to invent new word for easier communication between programmers when they wanted to refer to functions inside objects.
If you are saying methods you mean functions inside the class.
If you are saying functions you mean simply functions outside the class.
The truth is that both words are used to describe functions. Even if you used it wrongly nothing wrong happens. Both words describe well what you want to achieve in your code.
Function is a code that has to play a role (a function) of doing something.
Method is a method to resolve the problem.
It does the same thing. It is the same thing. If you want to be super precise and go along with the convention you can call methods as the functions inside objects.
Let's not over complicate what should be a very simple answer. Methods and functions are the same thing. You call a function a function when it is outside of a class, and you call a function a method when it is written inside a class.
Function is the concept mainly belonging to Procedure oriented programming where a function is an an entity which can process data and returns you value
Method is the concept of Object Oriented programming where a method is a member of a class which mostly does processing on the class members.
I am not an expert, but this is what I know:
Function is C language term, it refers to a piece of code and the function name will be the identifier to use this function.
Method is the OO term, typically it has a this pointer in the function parameter. You can not invoke this piece of code like C, you need to use object to invoke it.
The invoke methods are also different. Here invoke meaning to find the address of this piece of code. C/C++, the linking time will use the function symbol to locate.
Objecive-C is different. Invoke meaning a C function to use data structure to find the address. It means everything is known at run time.
TL;DR
A Function is a piece of code to run.
A Method is a Function inside an Object.
Example of a function:
function sum(){
console.log("sum")l
}
Example of a Method:
const obj = {
a:1,
b:2,
sum(){
}
}
So thats why we say that a "this" keyword inside a Function is not very useful unless we use it with call, apply or bind .. because call, apply, bind will call that function as a method inside object ==> basically it converts function to method
I know many others have already answered, but I found following is a simple, yet effective single line answer. Though it doesn't look a lot better than others answers here, but if you read it carefully, it has everything you need to know about the method vs function.
A method is a function that has a defined receiver, in OOP terms, a method is a function on an instance of an object.
A class is the collection of some data and function optionally with a constructor.
While you creating an instance (copy,replication) of that particular class the constructor initialize the class and return an object.
Now the class become object (without constructor)
&
Functions are known as method in the object context.
So basically
Class <==new==>Object
Function <==new==>Method
In java the it is generally told as that the constructor name same as class name but in real that constructor is like instance block and static block but with having a user define return type(i.e. Class type)
While the class can have an static block,instance block,constructor, function
The object generally have only data & method.
Function - A function in an independent piece of code which includes some logic and must be called independently and are defined outside of class.
Method - A method is an independent piece of code which is called in reference to some object and are be defined inside the class.
General answer is:
method has object context (this, or class instance reference),
function has none context (null, or global, or static).
But answer to question is dependent on terminology of language you use.
In JavaScript (ES 6) you are free to customising function context (this) for any you desire, which is normally must be link to the (this) object instance context.
In Java world you always hear that "only OOP classes/objects, no functions", but if you watch in detailes to static methods in Java, they are really in global/null context (or context of classes, whithout instancing), so just functions whithout object. Java teachers could told you, that functions were rudiment of C in C++ and dropped in Java, but they told you it for simplification of history and avoiding unnecessary questions of newbies. If you see at Java after 7 version, you can find many elements of pure function programming (even not from C, but from older 1988 Lisp) for simplifying parallel computing, and it is not OOP classes style.
In C++ and D world things are stronger, and you have separated functions and objects with methods and fields. But in practice, you again see functions without this and methods whith this (with object context).
In FreePascal/Lazarus and Borland Pascal/Delphi things about separation terms of functions and objects (variables and fields) are usually similar to C++.
Objective-C comes from C world, so you must separate C functions and Objective-C objects with methods addon.
C# is very similar to Java, but has many C++ advantages.
In C++, sometimes, method is used to reflect the notion of member function of a class. However, recently I found a statement in the book «The C++ Programming Language 4th Edition», on page 586 "Derived Classes"
A virtual function is sometimes called a method.
This is a little bit confusing, but he said sometimes, so it roughly makes sense, C++ creator tends to see methods as functions can be invoked on objects and can behave polymorphic.