What is the difference between a property and an instance variable? - language-agnostic

I think I've been using these terms interchangably / wrongly!

Iain, this is basically a terminology question and is, despite the "language-agnostic" tag associated with this question, very language/environment related.
For design discussions sake, property and instance variable can be used interchangeably, since the idea is that a property is a data item describing an object.
When talking about a specific language these two can be different. For example, in C# a property is actually a function that returns an object, while an instance variable is a non-static member variable of a class.

Hershi is right about this being language specific. But to add to the trail of language specific answers:
In python, an instance variable is an attribute of an instance, (generally) something that is referred to in the instance's dictionary. This is analogous to members or instance variables in Java, except everything is public.
Properties are shortcuts to getter/setter methods that look just like an instance variable. Thus, in the following class definition (modified from Guido's new style object manifesto):
class C(object):
def __init__(self):
self.y = 0
def getx(self):
if self.y < 0: return 0
else: return self.y
def setx(self, x):
self.y = x
x = property(getx, setx)
>>> z = C()
>>> z.x = -3
>>> print z.x
0
>>> print z.y
-3
>>> z.x = 5
>>> print z.x
5
>>> print z.y
5
y is an instance variable of z, x is a property. (In general, where a property is defined, there are some techniques used to obscure the associated instance variable so that other code doesn't directly access it.) The benefit of properties in python is that a designer doesn't have to go around pre-emptively encapsulating all instance variables, since future encapsulation by converting an instance variable to a property should not break any existing code (unless the code is taking advantage of loopholes your encapsulation is trying to fix, or relying on class inspection or some other meta-programming technique).
All this is a very long answer to say that at the design level, it's good to talk about properties. It is agnostic as to what type of encapsulation you may need to perform. I guess this principle isn't language agnostic, but does apply to languages beside python.

In objective c, a property is an instance variable which can take advantage of an overloaded dot operator to call its setter and getter. So my.food = "cheeseburger" is actually interpreted as [my setFood:"cheeseburger"]. This is another case where the definition is definitely not language agnostic because objective-c defines the #property keyword.

code example done in C#
public class ClassName
{
private string variable;
public string property
{
get{ return variable; }
set { variable = value; }
}
}

Maybe thats because you first came from C++ right?!
In my school days I had professors that said class properties or class atributes all the time. Since I moved to the Java C# world, I started hearing about members. Class members, instance members...
And then Properties apear! in Java and .NET. So I think its better for you to call it members. Wheather they are instance members (or as you called it instance variable) or class Members....
Cheers!

A property can, and I suppose mostly does, return an instance variable but it can do more. You could put logic in a property, aggregate values or update other instance variables etc. I think it is best to avoid doing so however. Logic should go into methods.

In Java we have something called JavaBeans Properties, but that is basically a instance variable that follows a certain naming pattern for its getter and setter.

At add to what has been said, in a langauge like C#, a property is essentially a get and set function. As a result, it can have custom logic that runs in addition to the getting/setting. An instance variable cannot do this.

A property is some sort of data associated with an object. For instance, a property of a circle is its diameter, and another is its area.
An instance variable is a piece of data that is stored within an object. It doesn't necessarily need to correspond directly with a property. For instance (heh), a circle may store its radius in an instance variable, and calculate its diameter and area based on that radius. All three are still properties, but only the radius is stored in an instance variable.
Some languages have the concept of "first class" properties. This means that to a client application, the property looks and is used like an instance variable. That is, instead of writing something like circle.getDiameter(), you would write circle.diameter, and instead of circle.setRadius(5), you would write circle.radius = 5.

In contrast to the other answers given, I do think that there is a useful distinction between member variables and properties that is language-agnostic.
The distinction is most apparent in component-oriented programming, which is useful anywhere, but easiest to understand in a graphical UI. In that context, I tend to think of the design-time configuration of a component as manipulating the "properties" of an object. For example, I choose the foreground and background colors, the border style, and font of a text input field by setting its properties. While these properties could be changed at runtime, they typically aren't. At runtime, a different set of variables, representing the content of the field, are much more likely to be read and written. I think of this information as the "state" of the component.
Why is this distinction useful? When creating an abstraction for wiring components together, usually only the "state" variables need to be exposed. Going back to the text field example, you might declare an interface that provides access to the current content. But the "properties" that control the look and feel of the component are only defined on a concrete implementation class.

Related

In OOP, is function same things as a method? [duplicate]

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.

kotlin, how to simplify passing parameters to base class constructor?

We have a package that we are looking to convert to kotlin from python in order to then be able to migrate systems using that package.
Within the package there are a set of classes that are all variants, or 'flavours' of a common base class.
Most of the code is in the base class which has a significant number of optional parameters. So consider:
open class BaseTree(val height:Int=10,val roots:Boolean=true, //...... lots more!!
class FruitTree(val fruitSize, height:Int=10, roots:Boolean=true,
// now need all possible parameters for any possible instance
):BaseTree(height=height, roots=roots //... yet another variation of same list
The code is not actually trees, I just thought this was a simple way to convey the idea. There are about 20 parameters to the base class, and around 10 subclasses, and each subclass effectively needs to repeat the same two variations of the parameter list from the base class. A real nightmare if the parameter list ever changes!
Those from a Java background may comment "20 parameters is too many", may miss that this is optional parameters, the language features which impacts this aspect of design. 20 required parameters would be crazy, but 10 or even 20 optional parameters is not so uncommon, check sqlalchemy Table for example.
In python, you to call a base class constructor you can have:
def __init__(self, special, *args, **kwargs):
super().__init(*args, **kwargs) # pass all parameters except special to base constructor
Does anyone know a technique, using a different method (perhaps using interfaces or something?) to avoid repeating this parameter list over and over for each subclass?
There is no design pattern to simplify this use case.
Best solution: Refactor the code to use a more Java like approach: using properties in place of optional parameters.
Use case explained: A widely used class or method having numerous optional parameters is simply not practical in Java, and kotlin is most evolved as way of making java code better. A python class with 5 optional parameters, translated to Java with no optional parameters, could have 5! ( and 5 factorial is 60) different Java signatures...in other words a mess.
Obviously no object should routinely be instanced with a huge parameter list, so normall python classes only evolve for classes when the majority of calls do not need to specify these optional parameters, and the optional parameters are for the exception cases. The actual use case here is the implementation of a large number of optional parameters, where it should be very rare for any individual object to be instanced using more than 3 of the optional parameter. So a class with 10 optional parameters that is used 500 times in an application, would still expect 3 of the optional parameters to be the maximum ever used in one instance. But this is simply a design approach not workable in Java, no matter how often the class is reused.
In Java, functions do hot have optional parameters, which means this case where an object is instanced in this way in a Java library simply could never happen.
Consider an object with one mandatory instance parameter, and five possible options. In Java these options would each be properties able to be set by setters, and objects would then be instanced, and the setter(s) called for setting any relevant option, but infrequently required change to the default value for that option.
The downside is that these options cannot be set from the constructor and remain immutable, but the resultant code reduces the optional parameters.
Another approach is to have a group of less 'swiss army knife' objects, with a set of specialised tools replacing the one do-it-all tool, even when the code could be seen as just slightly different nuances of the same theme.
Despite the support for Optional parameters in kotlin, The inheritance structure in kotlin is not yet optimised for heavier use of this feature.
You can skip the name like BaseTree(height, roots) by put the variable in order but you cannot do things like Python because Python is dynamic language.
It is normal that Java have to pass the variables to super class too.
FruitTree(int fruitSize, int height, boolean root) {
super(height, root);
}
There are about 20 parameters to the base class, and around 10 subclasses
This is most likely a problem of your classes design.
Reading your question I started to experiment myself and this is what I came up with:
interface TreeProperties {
val height: Int
val roots: Boolean
}
interface FruitTreeProperties: TreeProperties {
val fruitSize: Int
}
fun treeProps(height: Int = 10, roots: Boolean = true) = object : TreeProperties {
override val height = height
override val roots = roots
}
fun TreeProperties.toFruitProperty(fruitSize: Int): FruitTreeProperties = object: FruitTreeProperties, TreeProperties by this {
override val fruitSize = fruitSize
}
open class BaseTree(val props: TreeProperties)
open class FruitTree(props: FruitTreeProperties): BaseTree(props)
fun main(args: Array<String>){
val largTree = FruitTree(treeProps(height = 15).toFruitProperty(fruitSize = 5))
val rootlessTree = BaseTree(treeProps(roots = false))
}
Basically I define the parameters in an interface and extend the interface for sub-classes using the delegate pattern. For convenience I added functions to generate instances of those interface which also use default parameters.
I think this achieves the goal of repeating parameter lists quite nicely but also has its own overhead. Not sure if it is worth it.
If your subclass really has that many parameters in the constructur -> No way around that. You need to pass them all.
But (mostly) it's no good sign, that a constructor/function has that many parameters...
You are not alone on this. That is already discussed on the gradle-slack channel. Maybe in the future, we will get compiler-help on this, but for now, you need to pass the arguments yourself.

Actionscript 3 - passing custom class as parameter to custom class where parameter class not constructed

Hi and thanks in advance,
I have a custom class being constructed from my main class. In the custom class it has another custom class that is passed in as a parameter. I would like to strictly type the parameter variable but when I do, 'the type is not a compile type constant etc'.
This, I understand, is because the custom class used as a parameter has not yet been constructed.
It all works when I use the variable type ( * ) to type the parameter.
I suspect this is a design flaw, in that I am using an incorrect design pattern. It is actually hand-me-down code, having received a large project from someone else who is not entirely familiar with oop concepts and design patterns.
I have considered using a dummy constructor for the parametered class in my main class but the passed in class also takes a custom class (itself with a parametered constructor). I am considering using ... (rest) so that the custom classes' parameters are optional.
Is there any other way to control the order of construction of classes? Would the rest variables work?
Thanks
(edit)
in main.as within the constructor or another function
var parameter1:customclass2;
customclass1(parameter1);
in customclass1 constructor:
public function customclass1(parameter1:customclass2)
{
....
Flash complains that the compiled type cannot be found when I use the data type customclass 2 in the paramater. It does not complain when I use the variable data type * or leave out the data type (which then defaults to * anyway). I reason that this is because customclass2 has not yet been constructed and is therefore not available to the compiler.
Alternatively, I have not added the path of customclass2 to the compiler but I am fairly certain I have ruled this out.
There are over 10,000 lines of code and the whole thing works very well. I am rewriting simply to optimise for the compiler - strict data typing, error handling, etc. If I find a situation where inheritance etc is available as an option then I'll use it but it is already divided into classes (at least in the main part). It is simply for my own peace of mind and to maintain a policy of strict data typing so that compiler optimization works more efficiently.
thnx
I have not added the path of customclass2 to the compiler but I am fairly certain I have ruled this out.
So if you don't have the class written anywhere what can the compiler do ? It is going to choke of course. You either have to write the CustomClass class file or just use "thing:Object" or "thing:Asteriks". It's not going to complain when you use the "*" class type because it could be anything an array, string, a previously declared class. But when you specify something that doesn't exists it will just choke, regardless of the order the parameters are declared in.

Map/Dictionary which limit entries size in ActionScript 3

In Java, this can be done with LinkedHashMap by removing eldest entry/oldest accessed entry. Any equivalent class in ActionScript 3?
Thanks.
No, unfortunately not. You could easily implement one, if I were going to implement it I would extend the Proxy object It'll give you a fair bit of flexibility.
UPDATE:
This update is to clarify on the question in the comment by the OP. Comment was "It will be a new class extends Proxy and not Dictionary/etc?"
Yes, you would want to extend Proxy, the reason for this is that it allows you to override several magic methods to accomplish your goal. Particularly in your case, you can override setProperty(name:*, value:*):void. This method will be called every time a property is set on your class (its up to you to supply the set implementation) so you can count the number of values that are set at a given time. If you extend Object or dictionary, you do not have access to this, and have know way of knowing when a new property is set.
If you extended object instead, you would need to rely on an interface to to acheive your goal, requiring user to set properties through method calls.
A Proxy implementation would allow you still set properties like this:
myObj.foo = 'bar';
myObj["foo"] = 'bar';
A method implementation (extending Object) would look like this:
myObject.setVal("name", "val");

Abstract in programming

The word abstract is when we talk about a queue class or any class. A class is abstract right? How's the word abstract used in programming. Somehing that is abstract? What does that mean?
Abstract in OO is used to indicate that the class cannot be instantiated directly and must be inherited from before instantiation. Wiki explains this nicely.
Abstract means that you are discussing an idea one or more levels away from any specific example that you can actually point to or create.
As far as classes are concerned, an abstract class is abstract because it can't be instantiated. A specific class that can be instantiated is concrete, and it may be an example of a certain abstract class.
Similarly, if your data structures class discusses an 'abstract' data type such as a Queue, the teacher means Queue as 'a FIFO data structure'. Slightly less absract is Java's AbstractQueue. A concrete queue that you can "point to" (not in the sense of pointers and memory, but in the sense "THERE is a queue!") could be Java's LinkedBlockingQueue
`Abstract` ... ... ... ... ... ... ... ... ... `Concrete`
a queue AbstractQueue LinkedBlockingQueue
a group an infinite group positive integers
a car a Ford 1995 Ford Taurus My 1995 Ford Taurus VIN# 3489230148230
The term "abstract" can mean a whole bunch of different things, depending on the context.
The two most common uses of "abstract" pertain to object-oriented programming. A method is called "abstract" (or, in C++-speak, "pure virtual") if the method does not have an implementation. The purpose of an abstract method is to indicate that classes that inherit from the given class will all have a method with the given signature, but there is no reasonable default behavior for that method. A common example is, in a class hierarchy of shapes, that the base class for shapes might have an abstract method that draws the shape on the screen. There is no good default behavior for drawing "a shape" - what shape it it? - but any individual shape will have a concrete implementation of this function.
A related term is an "abstract class," which is a class that contains an abstract method. Because the class contains this abstract method, you can't have a concrete object of that class type. Otherwise, if you tried calling the abstract method, you'd find out that there was no implementation associated with it.
In an entire different context, the word "abstract" sometimes shows up in the term "abstract data type," which is a term used to describe an object supporting some set of mathematical operations without necessarily explaining how those operations are implemented. For example, "stack," "queue," and "list" are all abstract data types, since they describe what behaviors are expected of a given type of object without giving implementation (e.g. dynamic array? linked list? hash table?)
The term "abstract" also comes up in "abstraction," which is some simplification of a complex system into something more managable. For example, network routing is usually broken down into a different number of "layers," each of which are responsible for handling some part of the end-to-end communication. Each layer is tasked with a specific job, and must take in input and produce output in a predetermined fashion. This lets programmers work on one layer treat all the other layers as "black boxes" that magically get the job done, since provided that you give input to the layer in the right form or read the output of some layer in a specific manner, you don't need to worry about the details of how that layer works.
Hope this helps!
Well a good example in OO is an Animal, you'd have an abstract class like so:
abstract class Animal
{
public AnimalType Type { get; set; }
}
Now you can't declare an animal outright, you must have a class that inherits from an animal, like a cat:
class Cat : Animal
{
public Cat()
{
Type = AnimalType.Feline;
}
}
So this wouldn't work:
Animal a = new Animal();
But this would:
Animal a = new Cat();
So in essence, what you're saying, is this is a base class, you can't make one on it's own, you need more information, say a class that inherits from it. Kind of hard to explain, so hope the example helps!
Abstract classes cannot be instantiated and instead are inherited from by other classes, generally concrete ones. They usually contain code that is common to inheriting classes to minimize code duplication.
I think it can mean a couple of things related to programming. But, for me, I think of it related to virtual methods, which may perform different tasks depending on the underlying object type. That would be in contrast to a method that always does the same, fixed set of operations.
In fact there are "abstract classes", where one or more methods are pure virtual, which means they are not implemented by that class. Such a class cannot be instantiated. Instead, you must derive a new class from it that implements the pure virtual methods, and then you can instantiate the second class.
Abstraction is a way of building compound objects from simpler ones. A function for example can be seen a form of black box abstraction ..where the inner workings of the function are hidden from the user.
Data abstraction in general is a methodology that enables programmers to isolate how a compound data object is used from the details of how it is constructed from more primitive data objects.