I can see people asking all the time whether multiple inheritance should be included into the next version of C# or Java. C++ folks, who are fortunate enough to have this ability, say that this is like giving someone a rope to eventually hang themselves.
What’s the matter with multiple inheritance? Are there any concrete samples?
The most obvious problem is with function overriding.
Let's say have two classes A and B, both of which define a method doSomething. Now you define a third class C, which inherits from both A and B, but you don't override the doSomething method.
When the compiler seed this code...
C c = new C();
c.doSomething();
...which implementation of the method should it use? Without any further clarification, it's impossible for the compiler to resolve the ambiguity.
Besides overriding, the other big problem with multiple inheritance is the layout of the physical objects in memory.
Languages like C++ and Java and C# create a fixed address-based layout for each type of object. Something like this:
class A:
at offset 0 ... "abc" ... 4 byte int field
at offset 4 ... "xyz" ... 8 byte double field
at offset 12 ... "speak" ... 4 byte function pointer
class B:
at offset 0 ... "foo" ... 2 byte short field
at offset 2 ... 2 bytes of alignment padding
at offset 4 ... "bar" ... 4 byte array pointer
at offset 8 ... "baz" ... 4 byte function pointer
When the compiler generates machine code (or bytecode), it uses those numeric offsets to access each method or field.
Multiple inheritance makes it very tricky.
If class C inherits from both A and B, the compiler has to decide whether to layout the data in AB order or in BA order.
But now imagine that you're calling methods on a B object. Is it really just a B? Or is it actually a C object being called polymorphically, through its B interface? Depending on the actual identity of the object, the physical layout will be different, and its impossible to know the offset of the function to invoke at the call-site.
The way to handle this kind of system is to ditch the fixed-layout approach, allowing each object to be queried for its layout before attempting to invoke the functions or access its fields.
So...long story short...it's a pain in the neck for compiler authors to support multiple inheritance. So when someone like Guido van Rossum designs python, or when Anders Hejlsberg designs c#, they know that supporting multiple inheritance is going to make the compiler implementations significantly more complex, and presumably they don't think the benefit is worth the cost.
The problems you guys mention are not really that hard to solve. In fact e.g. Eiffel does that perfectly well! (and without introducing arbitrary choices or whatever)
E.g. if you inherit from A and B, both having method foo(), then of course you don't want an arbitrary choice in your class C inheriting from both A and B.
You have to either redefine foo so it's clear what will be used if c.foo() is called or otherwise you have to rename one of the methods in C. (it could become bar())
Also I think that multiple inheritance is often quite useful. If you look at libraries of Eiffel you'll see that it's used all over the place and personally I've missed the feature when I had to go back to programming in Java.
The diamond problem:
an ambiguity that arises when two classes B and C inherit from A, and class D inherits from both B and C. If there is a method in A that B and C have overridden, and D does not override it, then which version of the method does D inherit: that of B, or that of C?
...It is called the "diamond problem" because of the shape of the class inheritance diagram in this situation. In this case, class A is at the top, both B and C separately beneath it, and D joins the two together at the bottom to form a diamond shape...
Multiple inheritance is one of those things that is not used often, and can be misused, but is sometimes needed.
I never understood not adding a feature, just because it might be misused, when there are no good alternatives. Interfaces are not an alternative to multiple inheritance. For one, they don't let you enforce preconditions or postconditions. Just like any other tool, you need to know when it is appropriate to use, and how to use it.
let's say you have objects A and B which are both inherited by C. A and B both implement foo() and C does not. I call C.foo(). Which implementation gets chosen? There are other issues, but this type of thing is a big one.
I don't think the diamond problem is a problem, I would consider that sophistry, nothing else.
The worst problem, from my point of view, with multiple inheritance is RAD - victims and people who claim to be developers but in reality are stuck with half - knowledge (at best).
Personally, I would be very happy if I could finally do something in Windows Forms like this (it's not correct code, but it should give you the idea):
public sealed class CustomerEditView : Form, MVCView<Customer>
This is the main issue I have with having no multiple inheritance. You CAN do something similar with interfaces, but there is what I call "s*** code", it's this painful repetitive c*** you have to write in each of your classes to get a data context, for example.
In my opinion, there should be absolutely no need, not the slightest, for ANY repetition of code in a modern language.
The main problem with multiple inheritance is nicely summed up with tloach's example. When inheriting from multiple base classes that implement the same function or field it's the compiler has to make a decision about what implementation to inherit.
This get's worse when you inherit from multiple classes that inherit from the same base class. (diamond inheritance, if you draw the inheritance tree you get a diamond shape)
These problems are not really problematic for a compiler to overcome. But the choice the compiler has to make here are rather arbitrary, this make code far less intuitive.
I find that when doing good OO design I never need multiple inheritance. In cases I do need it I usually find I've been using inheritance to reuse functionality while inheritance is only appropriate for "is-a" relations.
There are other techniques like mixins that solve the same problems and don't have the issues that multiple inheritance has.
There is nothing wrong in multiple inheritance itself. The problem is to add multiple inheritance to a language that was not designed with multiple inheritance in mind from the start.
The Eiffel language is supporting multiple inheritance without restrictions in a very efficient and productive way but the language was designed from that start to support it.
This feature is complex to implement for compiler developers, but it seems that that drawback could be compensated by the fact that a good multiple inheritance support could avoid the support of other features (i.e. no need for Interface or Extension Method).
I think that supporting multiple inheritance or not is more a matter of choice, a matter of priorities. A more complex feature takes more time to be correctly implemented and operational and may be more controversial. The C++ implementation may be the reason why multiple inheritance was not implemented in C# and Java...
The Common Lisp Object System (CLOS) is another example of something that supports MI while avoiding the C++-style problems: inheritance is given a sensible default, while still allowing you the freedom to explicitly decide how exactly to, say, call a super's behaviour.
The diamond is not a problem, as long as you don’t use anything like C++ virtual inheritance: in normal inheritance each base class resembles a member field (actually they are laid out in RAM this way), giving you some syntactic sugar and an extra ability to override more virtual methods. That may impose some ambiguity at compile-time but that’s usually easy to solve.
On the other hand, with the virtual inheritance it too easily goes out of control (and then becomes a mess). Consider as an example a “heart” diagram:
A A
/ \ / \
B C D E
\ / \ /
F G
\ /
H
In C++ it is entirely impossible: as soon as F and G are merged into a single class, their As are merged too, period. That means you may never consider base classes opaque in C++ (in this example you have to construct A in H so you have to know that it present somewhere in the hierarchy). In other languages it may work, however; for example, F and G could explicitly declare A as “internal,” thus forbidding consequent merging and effectively making themselves solid.
Another interesting example (not C++-specific):
A
/ \
B B
| |
C D
\ /
E
Here, only B uses virtual inheritance. So E contains two Bs that share the same A. This way, you can get an A* pointer that points to E, but you can’t cast it to a B* pointer although the object is actually B as such cast is ambiguous, and this ambiguity can’t be detected at compile time (unless the compiler sees the whole program). Here is the test code:
struct A { virtual ~A() {} /* so that the class is polymorphic */ };
struct B: virtual A {};
struct C: B {};
struct D: B {};
struct E: C, D {};
int main() {
E data;
E *e = &data;
A *a = dynamic_cast<A *>(e); // works, A is unambiguous
// B *b = dynamic_cast<B *>(e); // doesn't compile
B *b = dynamic_cast<B *>(a); // NULL: B is ambiguous
std::cout << "E: " << e << std::endl;
std::cout << "A: " << a << std::endl;
std::cout << "B: " << b << std::endl;
// the next casts work
std::cout << "A::C::B: " << dynamic_cast<B *>(dynamic_cast<C *>(e)) << std::endl;
std::cout << "A::D::B: " << dynamic_cast<B *>(dynamic_cast<D *>(e)) << std::endl;
std::cout << "A=>C=>B: " << dynamic_cast<B *>(dynamic_cast<C *>(a)) << std::endl;
std::cout << "A=>D=>B: " << dynamic_cast<B *>(dynamic_cast<D *>(a)) << std::endl;
return 0;
}
Moreover, the implementation may be very complex (depends on language; see benjismith’s answer).
One of the design goals of frameworks like Java and .NET is to make it possible for code which is compiled to work with one version of a pre-compiled library, to work equally well with subsequent versions of that library, even if those subsequent versions add new features. While the normal paradigm in languages like C or C++ is to distribute statically-linked executables that contain all of the libraries they need, the paradigm in .NET and Java is to distribute applications as collections of components that are "linked" at run-time.
The COM model which preceded .NET attempted to use this general approach, but it didn't really have inheritance--instead, each class definition effectively defined both a class and an interface of the same name which contained all its public members. Instances were of the class type, while references were of the interface type. Declared a class as deriving from another was equivalent to declaring a class as implementing the other's interface, and required the new class to re-implement all public members of the classes from which one derived. If Y and Z derive from X, and then W derives from Y and Z, it won't matter if Y and Z implement X's members differently, because Z won't be able to use their implementations--it will have to define its own. W might encapsulate instances of Y and/or Z, and chain its implementations of X's methods through theirs, but there would be no ambiguity as to what X's methods should do--they'd do whatever Z's code explicitly directed them to do.
The difficulty in Java and .NET is that code is allowed to inherit members and have accesses to them implicitly refer to the parent members. Suppose one had classes W-Z related as above:
class X { public virtual void Foo() { Console.WriteLine("XFoo"); }
class Y : X {};
class Z : X {};
class W : Y, Z // Not actually permitted in C#
{
public static void Test()
{
var it = new W();
it.Foo();
}
}
It would seem like W.Test() should creating an instance of W call the implementation of virtual method Foo defined in X. Suppose, however, that Y and Z were actually in a separately-compiled module, and although they were defined as above when X and W were compiled, they were later changed and recompiled:
class Y : X { public override void Foo() { Console.WriteLine("YFoo"); }
class Z : X { public override void Foo() { Console.WriteLine("ZFoo"); }
Now what should be the effect of calling W.Test()? If the program had to be statically linked before distribution, the static link stage might be able to discern that while the program had no ambiguity before Y and Z were changed, the changes to Y and Z have made things ambiguous and the linker could refuse to build the program unless or until such ambiguity is resolved. On the other hand, it's possible that the person who has both W and the new versions of Y and Z is someone who simply wants to run the program and has no source code for any of it. When W.Test() runs, it would no longer be clear what W.Test() should do, but until the user tried to run W with the new version of Y and Z there would be no way any part of the system could recognize there was a problem (unless W was considered illegitimate even before the changes to Y and Z).
Related
#Private attribute example
class C {
has $!w; #private attribute
multi method w { $!w } #getter method
multi method w ( $_ ) { #setter method
warn “Don’t go changing my w!”; #some side action
$!w = $_
}
}
my $c = C.new
$c.w( 42 )
say $c.w #prints 42
$c.w: 43
say $c.w #prints 43
#but not
$c.w = 44
Cannot modify an immutable Int (43)
so far, so reasonable, and then
#Public attribute example
class C {
has $.v is rw #public attribute with automatic accessors
}
my $c = C.new
$c.v = 42
say $c.v #prints 42
#but not
$c.v( 43 ) #or $c.v: 43
Too many positionals passed; expected 1 argument but got 2
I like the immediacy of the ‘=‘ assignment, but I need the ease of bunging in side actions that multi methods provide. I understand that these are two different worlds, and that they do not mix.
BUT - I do not understand why I can’t just go
$c.v( 43 )
To set a public attribute
I feel that raku is guiding me to not mix these two modes - some attributes private and some public and that the pressure is towards the method method (with some : sugar from the colon) - is this the intent of Raku's design?
Am I missing something?
is this the intent of Raku's design?
It's fair to say that Raku isn't entirely unopinionated in this area. Your question touches on two themes in Raku's design, which are both worth a little discussion.
Raku has first-class l-values
Raku makes plentiful use of l-values being a first-class thing. When we write:
has $.x is rw;
The method that is generated is:
method x() is rw { $!x }
The is rw here indicates that the method is returning an l-value - that is, something that can be assigned to. Thus when we write:
$obj.x = 42;
This is not syntactic sugar: it really is a method call, and then the assignment operator being applied to the result of it. This works out, because the method call returns the Scalar container of the attribute, which can then be assigned into. One can use binding to split this into two steps, to see it's not a trivial syntactic transform. For example, this:
my $target := $obj.x;
$target = 42;
Would be assigning to the object attribute. This same mechanism is behind numerous other features, including list assignment. For example, this:
($x, $y) = "foo", "bar";
Works by constructing a List containing the containers $x and $y, and then the assignment operator in this case iterates each side pairwise to do the assignment. This means we can use rw object accessors there:
($obj.x, $obj.y) = "foo", "bar";
And it all just naturally works. This is also the mechanism behind assigning to slices of arrays and hashes.
One can also use Proxy in order to create an l-value container where the behavior of reading and writing it are under your control. Thus, you could put the side-actions into STORE. However...
Raku encourages semantic methods over "setters"
When we describe OO, terms like "encapsulation" and "data hiding" often come up. The key idea here is that the state model inside the object - that is, the way it chooses to represent the data it needs in order to implement its behaviors (the methods) - is free to evolve, for example to handle new requirements. The more complex the object, the more liberating this becomes.
However, getters and setters are methods that have an implicit connection with the state. While we might claim we're achieving data hiding because we're calling a method, not accessing state directly, my experience is that we quickly end up at a place where outside code is making sequences of setter calls to achieve an operation - which is a form of the feature envy anti-pattern. And if we're doing that, it's pretty certain we'll end up with logic outside of the object that does a mix of getter and setter operations to achieve an operation. Really, these operations should have been exposed as methods with a names that describes what is being achieved. This becomes even more important if we're in a concurrent setting; a well-designed object is often fairly easy to protect at the method boundary.
That said, many uses of class are really record/product types: they exist to simply group together a bunch of data items. It's no accident that the . sigil doesn't just generate an accessor, but also:
Opts the attribute into being set by the default object initialization logic (that is, a class Point { has $.x; has $.y; } can be instantiated as Point.new(x => 1, y => 2)), and also renders that in the .raku dumping method.
Opts the attribute into the default .Capture object, meaning we can use it in destructuring (e.g. sub translated(Point (:$x, :$y)) { ... }).
Which are the things you'd want if you were writing in a more procedural or functional style and using class as a means to define a record type.
The Raku design is not optimized for doing clever things in setters, because that is considered a poor thing to optimize for. It's beyond what's needed for a record type; in some languages we could argue we want to do validation of what's being assigned, but in Raku we can turn to subset types for that. At the same time, if we're really doing an OO design, then we want an API of meaningful behaviors that hides the state model, rather than to be thinking in terms of getters/setters, which tend to lead to a failure to colocate data and behavior, which is much of the point of doing OO anyway.
BUT - I do not understand why I can’t just go $c.v( 43 ) To set a public attribute
Well, that's really up to the architect. But seriously, no, that's simply not the standard way Raku works.
Now, it would be entirely possible to create an Attribute trait in module space, something like is settable, that would create an alternate accessor method that would accept a single value to set the value. The problem with doing this in core is, is that I think there are basically 2 camps in the world about the return value of such a mutator: would it return the new value, or the old value?
Please contact me if you're interested in implementing such a trait in module space.
I currently suspect you just got confused.1 Before I touch on that, let's start over with what you're not confused about:
I like the immediacy of the = assignment, but I need the ease of bunging in side actions that multi methods provide. ... I do not understand why I can’t just go $c.v( 43 ) To set a public attribute
You can do all of these things. That is to say you use = assignment, and multi methods, and "just go $c.v( 43 )", all at the same time if you want to:
class C {
has $!v;
multi method v is rw { $!v }
multi method v ( :$trace! ) is rw { say 'trace'; $!v }
multi method v ( $new-value ) { say 'new-value'; $!v = $new-value }
}
my $c = C.new;
$c.v = 41;
say $c.v; # 41
$c.v(:trace) = 42; # trace
say $c.v; # 42
$c.v(43); # new-value
say $c.v; # 43
A possible source of confusion1
Behind the scenes, has $.foo is rw generates an attribute and a single method along the lines of:
has $!foo;
method foo () is rw { $!foo }
The above isn't quite right though. Given the behavior we're seeing, the compiler's autogenerated foo method is somehow being declared in such a way that any new method of the same name silently shadows it.2
So if you want one or more custom methods with the same name as an attribute you must manually replicate the automatically generated method if you wish to retain the behavior it would normally be responsible for.
Footnotes
1 See jnthn's answer for a clear, thorough, authoritative accounting of Raku's opinion about private vs public getters/setters and what it does behind the scenes when you declare public getters/setters (i.e. write has $.foo).
2 If an autogenerated accessor method for an attribute was declared only, then Raku would, I presume, throw an exception if a method with the same name was declared. If it were declared multi, then it should not be shadowed if the new method was also declared multi, and should throw an exception if not. So the autogenerated accessor is being declared with neither only nor multi but instead in some way that allows silent shadowing.
Having the SOLID principles and testability in mind, consider the following case:
You have class A and class B which have some overlapping properties. You want a method that copies and/or converts the common properties from class A to class B. Where does that method go?
Class A as a B GetAsB() ?
Class B as a constructor B(A input)?
Class B as a method void FillWithDataFrom(A input)?
Class C as a static method B ConvertAtoB(A source)?
???
It depends, all make sense in different circumstances; some examples from Java:
String java.lang.StringBuilder.toString()
java.lang.StringBuilder(String source)
void java.util.GregorianCalender.setTime(Date time)
ArrayList<T> java.util.Collections.list(Enumeration<T> e)
Some questions to help you decide:
Which dependency makes more sense? A dependent on B, B dependent on A, neither?
Do you always create a new B from an A, or do you need to fill existing Bs using As?
Are there other classes with similar collaborations, either as data providers for Bs or as targets for As data?
I'd rule out 1. because getter methods should be avoided (tell, don't ask principle).
I'd rule out 2. because it looks like a conversion, and this is not a conversion if A and B are different classes which happens to have something in common. At least, this is what it seems from the description. If that's not the case, 2 would be an option too IMHO.
Does 4. implies that C is aware of inner details of B and/or C? If so, I'd rule out this option too.
I'd vote for 3. then.
Whether this is correct OOP theory or not is up for debate, but depending upon the circumstances, I wouldn't rule C out quite so quickly. While ti DOES create a rather large dependency, it can have it's uses if the specific role of C is to manage the interaction (and copying) from A to B. The dependency is created in C specifically to avoid creating such dependency beteween A and B. Further, C exists specifically to manage the dependency, and can be implemented with that in mind.
Ex. (in vb.Net/Pseudocode):
Public Class C
Public Shared Function BClassFactory(ByVal MyA As A) As B
Dim NewB As New B
With B
.CommonProperty1 = A.CommonProperty1
.CommonProperty2 = A.CommonProperty2
End With
Return B
End Function
End Class
If there is a concrete reason to create, say, a AtoBConverterClass, this approach might be valid.
Again, this might be a specialized case. However I have found it useful on occasion. Especially if there are REALLY IMPORTANT reasons to keep A and B ignorant of eachother.
i know this question has been already asked, but i didnt get it quite right, i would like to know, which is the base one, class or the type. I have few questions, please clear those for me,
Is type the base of a programing data type?
type is hard coded into the language itself. Class is something we can define ourselves?
What is untyped languages, please give some examples
type is not something that fall in to the oop concepts, I mean it is not restricted to oop world
Please clear this for me, thanks.
I didn't work with many languages. Maybe, my questions are correct in terms of : Java, C#, Objective-C
1/ I think type is actually data type in some way people talk about it.
2/ No. Both type and class we can define it. An object of Class A has type A. For example if we define String s = "123"; then s has a type String, belong to class String. But the vice versa is not correct.
For example:
class B {}
class A extends B {}
B b = new A();
then you can say b has type B and belong to both class A and B. But b doesn't have type A.
3/ untyped language is a language that allows you to change the type of the variable, like in javascript.
var s = "123"; // type string
s = 123; // then type integer
4/ I don't know much but I think it is not restricted to oop. It can be procedural programming as well
It may well depend on the language. I treat types and classes as the same thing in OO, only making a distinction between class (the definition of a family of objects) and instance (or object), specific concrete occurrences of a class.
I come originally from a C world where there was no real difference between language-defined types like int and types that you made yourself with typedef or struct.
Likewise, in C++, there's little difference (probably none) between std::string and any class you put together yourself, other than the fact that std::string will almost certainly be bug-free by now. The same isn't always necessary in our own code :-)
I've heard people suggest that types are classes without methods but I don't believe that distinction (again because of my C/C++ background).
There is a fundamental difference in some languages between integral (in the sense of integrated rather than integer) types and class types. Classes can be extended but int and float (examples for C++) cannot.
In OOP languages, a class specifies the definition of an object. In many cases, that object can serve as a type for things like parameter matching in a function.
So, for an example, when you define a function, you specify the type of data that should be passed to the function and the type of data that is returned:
int AddOne(int value) { return value+1; } uses int types for the return value and the parameter being passed in.
In languages that have both, the concepts of type and class/object can almost become interchangeable. However, there are many languages that do not have both. For instance, I believe that standard C has no support for custom-defined objects, but it certainly does still have types. On the otherhand, both PHP and Javascript are examples of languages where type is very loosely defined (basically, types are either single item, collection/array/object, or undefined [js only]), but they have full support for classes/objects.
Another key difference: you can have methods and custom-functions associated with a class/object, but not with a standard data-type.
Hopefully that clarified some. To answer your specific questions:
In some ways, type could be considered a base concept of programming, yes.
Yes, with the exception that classes can be treated as types in functions, as in the example above.
An untyped language is one that lets you use any type of variable interchangeably. Meaning that you can handle a string with the same code that handles an int, for instance. In practice most 'untyped' languages actually implement a concept called duck-typing, so named because they say that 'if it acts like a duck, it should be treated like a duck' and attempt to use any variable as the type that makes sense for the code encountered. Again, php and javascript are two languages which do this.
Very true, type is applicable outside of the OOP world.
I am a C# developer. Coming from OO side of the world, I start with thinking in terms of interfaces, classes and type hierarchies. Because of lack of OO in Haskell, sometimes I find myself stuck and I cannot think of a way to model certain problems with Haskell.
How to model, in Haskell, real world situations involving class hierarchies such as the one shown here: http://www.braindelay.com/danielbray/endangered-object-oriented-programming/isHierarchy-4.gif
First of all: Standard OO design is not going to work nicely in Haskell. You can fight the language and try to make something similar, but it will be an exercise in frustration. So step one is look for Haskell-style solutions to your problem instead of looking for ways to write an OOP-style solution in Haskell.
But that's easier said than done! Where to even start?
So, let's disassemble the gritty details of what OOP does for us, and think about how those might look in Haskell.
Objects: Roughly speaking, an object is the combination of some data with methods operating on that data. In Haskell, data is normally structured using algebraic data types; methods can be thought of as functions taking the object's data as an initial, implicit argument.
Encapsulation: However, the ability to inspect an object's data is usually limited to its own methods. In Haskell, there are various ways to hide a piece of data, two examples are:
Define the data type in a separate module that doesn't export the type's constructors. Only functions in that module can inspect or create values of that type. This is somewhat comparable to protected or internal members.
Use partial application. Consider the function map with its arguments flipped. If you apply it to a list of Ints, you'll get a function of type (Int -> b) -> [b]. The list you gave it is still "there", in a sense, but nothing else can use it except through the function. This is comparable to private members, and the original function that's being partially applied is comparable to an OOP-style constructor.
"Ad-hoc" polymorphism: Often, in OO programming we only care that something implements a method; when we call it, the specific method called is determined based on the actual type. Haskell provides type classes for compile-time function overloading, which are in many ways more flexible than what's found in OOP languages.
Code reuse: Honestly, my opinion is that code reuse via inheritance was and is a mistake. Mix-ins as found in something like Ruby strike me as a better OO solution. At any rate, in any functional language, the standard approach is to factor out common behavior using higher-order functions, then specialize the general-purpose form. A classic example here are fold functions, which generalize almost all iterative loops, list transformations, and linearly recursive functions.
Interfaces: Depending on how you're using an interface, there are different options:
To decouple implementation: Polymorphic functions with type class constraints are what you want here. For example, the function sort has type (Ord a) => [a] -> [a]; it's completely decoupled from the details of the type you give it other than it must be a list of some type implementing Ord.
Working with multiple types with a shared interface: For this you need either a language extension for existential types, or to keep it simple, use some variation on partial application as above--instead of values and functions you can apply to them, apply the functions ahead of time and work with the results.
Subtyping, a.k.a. the "is-a" relationship: This is where you're mostly out of luck. But--speaking from experience, having been a professional C# developer for years--cases where you really need subtyping aren't terribly common. Instead, think about the above, and what behavior you're trying to capture with the subtyping relationship.
You might also find this blog post helpful; it gives a quick summary of what you'd use in Haskell to solve the same problems that some standard Design Patterns are often used for in OOP.
As a final addendum, as a C# programmer, you might find it interesting to research the connections between it and Haskell. Quite a few people responsible for C# are also Haskell programmers, and some recent additions to C# were heavily influenced by Haskell. Most notable is probably the monadic structure underlying LINQ, with IEnumerable being essentially the list monad.
Let's assume the following operations: Humans can speak, Dogs can bark, and all members of a species can mate with members of the same species if they have opposite gender. I would define this in haskell like this:
data Gender = Male | Female deriving Eq
class Species s where
gender :: s -> Gender
-- Returns true if s1 and s2 can conceive offspring
matable :: Species a => a -> a -> Bool
matable s1 s2 = gender s1 /= gender s2
data Human = Man | Woman
data Canine = Dog | Bitch
instance Species Human where
gender Man = Male
gender Woman = Female
instance Species Canine where
gender Dog = Male
gender Bitch = Female
bark Dog = "woof"
bark Bitch = "wow"
speak Man s = "The man says " ++ s
speak Woman s = "The woman says " ++ s
Now the operation matable has type Species s => s -> s -> Bool, bark has type Canine -> String and speak has type Human -> String -> String.
I don't know whether this helps, but given the rather abstract nature of the question, that's the best I could come up with.
Edit: In response to Daniel's comment:
A simple hierarchy for collections could look like this (ignoring already existing classes like Foldable and Functor):
class Foldable f where
fold :: (a -> b -> a) -> a -> f b -> a
class Foldable m => Collection m where
cmap :: (a -> b) -> m a -> m b
cfilter :: (a -> Bool) -> m a -> m a
class Indexable i where
atIndex :: i a -> Int -> a
instance Foldable [] where
fold = foldl
instance Collection [] where
cmap = map
cfilter = filter
instance Indexable [] where
atIndex = (!!)
sumOfEvenElements :: (Integral a, Collection c) => c a -> a
sumOfEvenElements c = fold (+) 0 (cfilter even c)
Now sumOfEvenElements takes any kind of collection of integrals and returns the sum of all even elements of that collection.
Instead of classes and objects, Haskell uses abstract data types. These are really two compatible views on the problem of organizing ways of constructing and observing information. The best help I know of on this subject is William Cook's essay Object-Oriented Programming Versus Abstract Data Types. He has some very clear explanations to the effect that
In a class-based system, code is organized around different ways of constructing abstractions. Generally each different way of constructing an abstraction is assigned its own class. The methods know how to observe properties of that construction only.
In an ADT-based system (like Haskell), code is organized around different ways of observing abstractions. Generally each different way of observing an abstraction is assigned its own function. The function knows all the ways the abstraction could be constructed, and it knows how to observe a single property, but of any construction.
Cook's paper will show you a nice matrix layout of abstractions and teach you how to organize any class as an ADY or vice versa.
Class hierarchies involve one more element: the reuse of implementations through inheritance. In Haskell, such reuse is achieved through first-class functions instead: a function in a Primate abstraction is a value and an implementation of the Human abstraction can reuse any functions of the Primate abstraction, can wrap them to modify their results, and so on.
There is not an exact fit between design with class hierarchies and design with abstract data types. If you try to transliterate from one to the other, you will wind up with something awkward and not idiomatic—kind of like a FORTRAN program written in Java.
But if you understand the principles of class hierarchies and the principles of abstract data types, you can take a solution to a problem in one style and craft a reasonably idiomatic solution to the same problem in the other style. It does take practice.
Addendum: It's also possible to use Haskell's type-class system to try to emulate class hierarchies, but that's a different kettle of fish. Type classes are similar enough to ordinary classes that a number of standard examples work, but they are different enough that there can also be some very big surprises and misfits. While type classes are an invaluable tool for a Haskell programmer, I would recommend that anyone learning Haskell learn to design programs using abstract data types.
Haskell is my favorite language, is a pure functional language.
It does not have side effects, there is no assignment.
If you find to hard the transition to this language, maybe F# is a better place to start with functional programming. F# is not pure.
Objects encapsulate states, there is a way to achieve this in Haskell, but this is one of the issues that takes more time to learn because you must learn some category theory concepts to deeply understand monads. There is syntactic sugar that lets you see monads like non destructive assignment, but in my opinion it is better to spend more time understanding the basis of category theory (the notion of category) to get a better understanding.
Before trying to program in OO style in Haskell, you should ask yourself if you really use the object oriented style in C#, many programmers use OO languages, but their programs are written in the structured style.
The data declaration allows you to define data structures combining products (equivalent to structure in C language) and unions (equivalent to union in C), the deriving part o the declaration allows to inherit default methods.
A data type (data structure) belongs to a class if has an implementation of the set of methods in the class.
For example, if you can define a show :: a -> String method for your data type, then it belong to the class Show, you can define your data type as an instance of the Show class.
This is different of the use of class in some OO languages where it is used as a way to define structures + methods.
A data type is abstract if it is independent of it's implementation. You create, mutate, and destroy the object by an abstract interface, you do not need to know how it is implemented.
Abstraction is supported in Haskell, it is very easy to declare.
For example this code from the Haskell site:
data Tree a = Nil
| Node { left :: Tree a,
value :: a,
right :: Tree a }
declares the selectors left, value, right.
the constructors may be defined as follows if you want to add them to the export list in the module declaration:
node = Node
nil = Nil
Modules are build in a similar way as in Modula. Here is another example from the same site:
module Stack (Stack, empty, isEmpty, push, top, pop) where
empty :: Stack a
isEmpty :: Stack a -> Bool
push :: a -> Stack a -> Stack a
top :: Stack a -> a
pop :: Stack a -> (a,Stack a)
newtype Stack a = StackImpl [a] -- opaque!
empty = StackImpl []
isEmpty (StackImpl s) = null s
push x (StackImpl s) = StackImpl (x:s)
top (StackImpl s) = head s
pop (StackImpl (s:ss)) = (s,StackImpl ss)
There is more to say about this subject, I hope this comment helps!
Object slicing is some thing that object looses some of its attributes or functions when a child class is assigned to base class.
Some thing like
Class A{
}
Class B extends A{
}
Class SomeClass{
A a = new A();
B b = new B();
// Some where if might happen like this */
a = b; (Object slicing happens)
}
Do we say Object slicing is any beneficial in any ways?
If yes, can any one please tell me how object slicing be a helpful in development and where it might be helpful?
In C++, you should think of an object slice as a conversion from the derived type to the base type[*]. A brand new object is created, which is "inspired by a true story".
Sometimes this is something that you would want to do, but the result is not in any sense the same object as the original. When object slicing goes wrong is when people aren't paying attention, and think it is the same object or a copy of it.
It's normally not beneficial. In fact it's normally done accidentally when someone passes by value when they meant to pass by reference.
It's quite hard to come up with an example of when slicing is definitively the right thing to do, because it's quite hard (especially in C++) to come up with an example where a non-abstract base class is definitively the right thing to do. This is an important design point, and not one to pass over lightly - if you find yourself slicing an object, either deliberately or accidentally, quite likely your object hierarchy is wrong to start with. Either the base class shouldn't be used as a base class, or else it should have at least one pure virtual function and hence not be sliceable or passable by value.
So, any example I gave where an object is converted to an object of its base class, would rightly provoke the objection, "hang on a minute, what are you doing inheriting from a concrete class in the first place?". If slicing is accidental then it's probably a bug, and if it's deliberate then it's probably "code smell".
But the answer might be "yes, OK, this shouldn't really be how things are structured, but given that they are structured that way, I need to convert from the derived class to the base class, and that by definition is a slice". In that spirit, here's an example:
struct Soldier {
string name;
string rank;
string serialNumber;
};
struct ActiveSoldier : Soldier {
string currentUnit;
ActiveSoldier *commandingOfficer; // the design errors multiply!
int yearsService;
};
template <typename InputIterator>
void takePrisoners(InputIterator first, InputIterator last) {
while (first != last) {
Soldier s(*first);
// do some stuff with name, rank and serialNumber
++first;
}
}
Now, the requirement of the takePrisoners function template is that its parameter be an iterator for a type convertible to Soldier. It doesn't have to be a derived class, and we don't directly access the members "name", etc, so takePrisoners has tried to offer the easiest possible interface to implement given the restrictions (a) should work with Soldier, and (b) should be possible to write other types that it also works with.
ActiveSoldier is one such other type. For reasons best known only to the author of that class, it has opted to publicly inherit from Soldier rather than providing an overloaded conversion operator. We can argue whether that's ever a good idea, but let's suppose we're stuck with it. Because it's a derived class, it is convertible to Soldier. That conversion is called a slice. Hence, if we call takePrisoners passing in the begin() and end() iterators for a vector of ActiveSoldiers, then we will slice them.
You could probably come up with similar examples for an OutputIterator, where the recipient only cares about the base class part of the objects being delivered, and so allows them to be sliced as they're written to the iterator.
The reason it's "code smell" is that we should consider (a) rewriting ActiveSoldier, and (b) changing Soldier so that it can be accessed using functions instead of member access, so that we can abstract that set of functions as an interface that other types can implement independently, so that takePrisoners doesn't have to convert to Soldier. Either of those would remove the need for a slice, and would have potential benefits for the ease with which our code can be extended in future.
[*] because it is one. The last two lines below are doing the same thing:
struct A {
int value;
A(int v) : value(v) {}
};
struct B : A {
int quantity;
B(int v, int q) : A(v), quantity(q) {}
};
int main() {
int i = 12; // an integer
B b(12, 3); // an instance of B
A a1 = b; // (1) convert B to A, also known as "slicing"
A a2 = i; // (2) convert int to A, not known as "slicing"
}
The only difference is that (1) calls A's copy constructor (that the compiler provides even though the code doesn't), whereas (2) calls A's int constructor.
As someone else said, Java doesn't do object slicing. If the code you provide were turned into Java, then no kind of object slicing would happen. Java variables are references, not objects, so the postcondition of a = b is just that the variable "a" refers to the same object as the variable "b" - changes via one reference can be seen via the other reference, and so on. They just refer to it by a different type, which is part of polymorphism. A typical analogy for this is that I might think of a person as "my brother"[**], and someone else might think of the same person as "my vicar". Same object, different interface.
You can get the Java-like effect in C++ using pointers or references:
B b(24,7);
A *a3 = &b; // No slicing - a3 is a pointer to the object b
A &a4 = b; // No slicing - a4 is a reference to (pseudonym for) the object b
[**] In point of fact, my brother is not a vicar.