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S.Ducasse 1
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Stéphane Ducasse
Stephane.Ducasse@univ-savoie.fr
http://www.listic.univ-savoie.fr/~ducasse/
The Taste of Smalltalk
S.Ducasse 2
License: CC-Attribution-ShareAlike 2.0
http://creativecommons.org/licenses/by-sa/2.0/
S.Ducasse 3
Goals
•Two examples:
•“hello world”
•a LAN simulator
•To give you an idea of:
•the syntax
•the elementary objects and classes
•the environment
•To provide the basis for all the lectures:
•all the code examples,
•constructs,
•design decisions, ...
S.Ducasse 4
An Advice
You do not have to know everything!!!
•“Try not to care - Beginning Smalltalk programmers often
have trouble because they think they need to understand all
the details of how a thing works before they can use it.This
means it takes quite a while before they can master Transcript
show:‘Hello World’. One of the great leaps in OO is to be
able to answer the question "How does this work?" with "I
don’t care"“.Alan Knight. Smalltalk Guru
• We will show you how to learn and find your way
S.Ducasse 5
Some Conventions
• ReturnValues
• 1 + 3 -> 4
• Node new -> aNode
• Method selector #add:
• Method scope conventions
• Instance Method defined in class Node:
• Node>>accept: aPacket
• Class Method defined in class Node (in the class of
the the class Node)
• Node class>>withName: aSymbol
• aSomething is an instance of the class Something
S.Ducasse 6
Roadmap
•“hello world”
• Syntax
• a LAN simulator
S.Ducasse 7
Hello World
Transcript show:‘hello world’
•At anytime we can dynamically ask the system to evaluate an
expression.To evaluate an expression, select it and with the
middle mouse button apply doIt.
•Transcript is a special object that is a kind of standard
output.
•It refers to a TextCollector instance associated with the
launcher.
S.Ducasse 8
Transcript show:‘hello world’
S.Ducasse 9
Everything is an Object
The workspace is an object.
The window is an object: it is an instance of ApplicationWindow.
The text editor is an object: it is an instance of ParagraphEditor.
The scrollbars are objects too.
‘hello word’ is an object: it is aString instance of String.
#show: is a Symbol that is also an object.
The mouse is an object.
The parser is an object: instance of Parser.
The compiler is also an object: instance of Compiler.
The process scheduler is also an object.
The garbage collector is an object: instance of MemoryObject.
Smalltalk is a consistent, uniform world written in itself.You can learn how
it is implemented, you can extend it or even modify it.All the code is
available and readable
S.Ducasse 10
Smalltalk Object Model
• ***Everything*** is an object
® Only message passing
® Only late binding
• Instance variables are private to the object
• Methods are public
• Everything is a pointer
• Garbage collector
• Single inheritance between classes
• Only message passing between objects
S.Ducasse 11
Roadmap
• Hello World
• First look at the syntax
• LAN Simulator
S.Ducasse 12
Complete Syntax on a PostCard
exampleWithNumber: x
“Illustrates every part of Smalltalk method syntax. It has unary, binary, and key
word messages, declares arguments and temporaries, accesses a global variable
(but not and instance variable), uses literals (array, character, symbol, string, integer,
float), uses the pseudo variable true false, nil, self, and super, and has sequence,
assignment, return and cascade. It has both zero argument and one argument
blocks.”
|y|
true & false not & (nil isNil) ifFalse: [self halt].
y := self size + super size.
#($a #a ‘a’ 1 1.0)
do: [:each | Transcript
show: (each class name);
show: (each printString);
show:‘ ‘].
^ x < y
S.Ducasse 13
Yes ifTrue: is sent to a boolean
Weather isRaining
ifTrue: [self takeMyUmbrella]
ifFalse: [self takeMySunglasses]
ifTrue:ifFalse is sent to an object: a boolean!
S.Ducasse 14
Yes a collection is iterating on itself
#(1 2 -4 -86)
do: [:each | Transcript show: each abs printString
;cr ]
> 1
> 2
> 4
> 86
Yes we ask the collection object to perform the loop
on itself
S.Ducasse 15
DoIt, PrintIt, InspectIt and Accept
• Accept = Compile: Accept a method or a class
definition
• DoIt: send a message to an object
• PrintIt: send a message to an object + print the result
(#printOn:)
• InspectIt: send a message to an object + inspect the
result (#inspect)
S.Ducasse 16
Objects send messages
• Transcript show:‘hello world’
• The above expression is a message
• the object Transcript is the receiver of the message
• the selector of the message is #show:
• one argument: a string ‘hello world’
• Transcript is a global variable (starts with an uppercase
letter) that refers to the Launcher’s report part.
S.Ducasse 17
Vocabulary Point
Message passing or sending a message is equivalent to
invoking a method in Java or C++
calling a procedure in procedural languages
applying a function in functional languages
of course the last two points must be considered under
the light of polymorphism
S.Ducasse 18
Roadmap
• Hello World
• First look at the syntax
• LAN Simulator
S.Ducasse 19
A LAN Simulator
A LAN contains nodes, workstations, printers, file
servers. Packets are sent in a LAN and each node treats
them differently.
mac
node3
node2
pcnode1
lpr
S.Ducasse 20
Three Kinds of Objects
Node and its subclasses represent the entities that are
connected to form a LAN.
Packet represents the information that flows between
Nodes.
NetworkManager manages how the nodes are
connected
S.Ducasse 21
LAN Design
Node
WorkstationPrinter
NetworkManager
Packet
addressee
contents
originator
isSentBy: aNode
isAddressedTo: aNode
name
accept: aPacket
send: aPacket
hasNextNode
originate: aPacket
accept: aPacket
print: aPacket
accept: aPacket
declareNode: aNode
undeclareNode: aNode
connectNodes: anArrayOfAddressees nextNode
S.Ducasse 22
Interactions Between Nodes
accept: aPacket
send: aPacket
nodePrinter aPacket node1
isAddressedTo: nodePrinter
accept: aPacket
print: aPacket
[true]
[false]
S.Ducasse 23
Node and Packet Creation
|macNode pcNode node1 printerNode node2 node3 packet|
macNode := Workstation withName: #mac.
pcNode := Workstation withName: #pc.
node1 := Node withName: #node1.
node2 := Node withName: #node2.
node3 := Node withName: #node2.
printerNode := Printer withName: #lpr.
macNode nextNode: node1.
node1 nextNode: pcNode.
pcNode nextNode: node2.
node3 nextNode: printerNode.
lpr nextNode: macNode.
packet := Packet send: 'This packet travelled to' to: #lpr.
S.Ducasse 24
Objects Send Messages
Message: 1 + 2
receiver : 1 (an instance of SmallInteger)
selector: #+
arguments: 2
Message: lpr nextNode: macNode
receiver: lpr (an instance of LanPrinter)
selector: #nextNode:
arguments: macNode (an instance of Workstation)
Message: Packet send: 'This packet travelled to' to: #lpr
receiver: Packet (a class)
selector: #send:to:
arguments: 'This packet travelled to' and #lpr
S.Ducasse 25
Transmitting a Packet
| aLan packet macNode|
...
macNode := aLan findNodeWithAddress: #mac.
packet := Packet send: 'This packet travelled to the printer' to:
#lpr.
macNode originate: packet.
-> mac sends a packet to pc
-> pc sends a packet to node1
-> node1 sends a packet to node2
-> node2 sends a packet to node3
-> node3 sends a packet to lpr
-> lpr is printing
-> this packet travelled to lpr
S.Ducasse 26
Smalltalk defineClass: #Packet
superclass: #{Object}
indexedType: #none
private: false
instanceVariableNames: 'addressee
originator contents'
classInstanceVariableNames: ''
imports: ''
category: 'LAN'
How to Define a Class?
S.Ducasse 27
NameOfSuperclass subclass: #NameOfClass
instanceVariableNames: 'instVarName1'
classVariableNames: 'classVarName1'
poolDictionaries: ''
category: 'LAN'
How to Define a Class?
S.Ducasse 28
How to Define a Method?
message selector and argument names
"comment stating purpose of message"
| temporary variable names |
statements
accept: thePacket
"If the packet is addressed to me, print it. Otherwise just
behave like a normal node."
(thePacket isAddressedTo: self)
ifTrue: [self print: thePacket]
ifFalse: [super accept: thePacket]
S.Ducasse 29
In Java
• In Java we would write
void accept(thePacket Packet)
/*If the packet is addressed to me, print it. Otherwise just
behave like a normal node.*/
if (thePacket.isAddressedTo(this)){
this.print(thePacket)}
else super.accept(thePacket)}
S.Ducasse 30
Summary
What is a message?
What is the message receiver?
What is the method selector?
How to create a class?
How to define a method?

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4 - OOP - Taste of Smalltalk (VisualWorks)

  • 1. S.Ducasse 1 QuickTime™ and aTIFF (Uncompressed) decompressorare needed to see this picture. Stéphane Ducasse Stephane.Ducasse@univ-savoie.fr http://www.listic.univ-savoie.fr/~ducasse/ The Taste of Smalltalk
  • 2. S.Ducasse 2 License: CC-Attribution-ShareAlike 2.0 http://creativecommons.org/licenses/by-sa/2.0/
  • 3. S.Ducasse 3 Goals •Two examples: •“hello world” •a LAN simulator •To give you an idea of: •the syntax •the elementary objects and classes •the environment •To provide the basis for all the lectures: •all the code examples, •constructs, •design decisions, ...
  • 4. S.Ducasse 4 An Advice You do not have to know everything!!! •“Try not to care - Beginning Smalltalk programmers often have trouble because they think they need to understand all the details of how a thing works before they can use it.This means it takes quite a while before they can master Transcript show:‘Hello World’. One of the great leaps in OO is to be able to answer the question "How does this work?" with "I don’t care"“.Alan Knight. Smalltalk Guru • We will show you how to learn and find your way
  • 5. S.Ducasse 5 Some Conventions • ReturnValues • 1 + 3 -> 4 • Node new -> aNode • Method selector #add: • Method scope conventions • Instance Method defined in class Node: • Node>>accept: aPacket • Class Method defined in class Node (in the class of the the class Node) • Node class>>withName: aSymbol • aSomething is an instance of the class Something
  • 6. S.Ducasse 6 Roadmap •“hello world” • Syntax • a LAN simulator
  • 7. S.Ducasse 7 Hello World Transcript show:‘hello world’ •At anytime we can dynamically ask the system to evaluate an expression.To evaluate an expression, select it and with the middle mouse button apply doIt. •Transcript is a special object that is a kind of standard output. •It refers to a TextCollector instance associated with the launcher.
  • 9. S.Ducasse 9 Everything is an Object The workspace is an object. The window is an object: it is an instance of ApplicationWindow. The text editor is an object: it is an instance of ParagraphEditor. The scrollbars are objects too. ‘hello word’ is an object: it is aString instance of String. #show: is a Symbol that is also an object. The mouse is an object. The parser is an object: instance of Parser. The compiler is also an object: instance of Compiler. The process scheduler is also an object. The garbage collector is an object: instance of MemoryObject. Smalltalk is a consistent, uniform world written in itself.You can learn how it is implemented, you can extend it or even modify it.All the code is available and readable
  • 10. S.Ducasse 10 Smalltalk Object Model • ***Everything*** is an object ® Only message passing ® Only late binding • Instance variables are private to the object • Methods are public • Everything is a pointer • Garbage collector • Single inheritance between classes • Only message passing between objects
  • 11. S.Ducasse 11 Roadmap • Hello World • First look at the syntax • LAN Simulator
  • 12. S.Ducasse 12 Complete Syntax on a PostCard exampleWithNumber: x “Illustrates every part of Smalltalk method syntax. It has unary, binary, and key word messages, declares arguments and temporaries, accesses a global variable (but not and instance variable), uses literals (array, character, symbol, string, integer, float), uses the pseudo variable true false, nil, self, and super, and has sequence, assignment, return and cascade. It has both zero argument and one argument blocks.” |y| true & false not & (nil isNil) ifFalse: [self halt]. y := self size + super size. #($a #a ‘a’ 1 1.0) do: [:each | Transcript show: (each class name); show: (each printString); show:‘ ‘]. ^ x < y
  • 13. S.Ducasse 13 Yes ifTrue: is sent to a boolean Weather isRaining ifTrue: [self takeMyUmbrella] ifFalse: [self takeMySunglasses] ifTrue:ifFalse is sent to an object: a boolean!
  • 14. S.Ducasse 14 Yes a collection is iterating on itself #(1 2 -4 -86) do: [:each | Transcript show: each abs printString ;cr ] > 1 > 2 > 4 > 86 Yes we ask the collection object to perform the loop on itself
  • 15. S.Ducasse 15 DoIt, PrintIt, InspectIt and Accept • Accept = Compile: Accept a method or a class definition • DoIt: send a message to an object • PrintIt: send a message to an object + print the result (#printOn:) • InspectIt: send a message to an object + inspect the result (#inspect)
  • 16. S.Ducasse 16 Objects send messages • Transcript show:‘hello world’ • The above expression is a message • the object Transcript is the receiver of the message • the selector of the message is #show: • one argument: a string ‘hello world’ • Transcript is a global variable (starts with an uppercase letter) that refers to the Launcher’s report part.
  • 17. S.Ducasse 17 Vocabulary Point Message passing or sending a message is equivalent to invoking a method in Java or C++ calling a procedure in procedural languages applying a function in functional languages of course the last two points must be considered under the light of polymorphism
  • 18. S.Ducasse 18 Roadmap • Hello World • First look at the syntax • LAN Simulator
  • 19. S.Ducasse 19 A LAN Simulator A LAN contains nodes, workstations, printers, file servers. Packets are sent in a LAN and each node treats them differently. mac node3 node2 pcnode1 lpr
  • 20. S.Ducasse 20 Three Kinds of Objects Node and its subclasses represent the entities that are connected to form a LAN. Packet represents the information that flows between Nodes. NetworkManager manages how the nodes are connected
  • 21. S.Ducasse 21 LAN Design Node WorkstationPrinter NetworkManager Packet addressee contents originator isSentBy: aNode isAddressedTo: aNode name accept: aPacket send: aPacket hasNextNode originate: aPacket accept: aPacket print: aPacket accept: aPacket declareNode: aNode undeclareNode: aNode connectNodes: anArrayOfAddressees nextNode
  • 22. S.Ducasse 22 Interactions Between Nodes accept: aPacket send: aPacket nodePrinter aPacket node1 isAddressedTo: nodePrinter accept: aPacket print: aPacket [true] [false]
  • 23. S.Ducasse 23 Node and Packet Creation |macNode pcNode node1 printerNode node2 node3 packet| macNode := Workstation withName: #mac. pcNode := Workstation withName: #pc. node1 := Node withName: #node1. node2 := Node withName: #node2. node3 := Node withName: #node2. printerNode := Printer withName: #lpr. macNode nextNode: node1. node1 nextNode: pcNode. pcNode nextNode: node2. node3 nextNode: printerNode. lpr nextNode: macNode. packet := Packet send: 'This packet travelled to' to: #lpr.
  • 24. S.Ducasse 24 Objects Send Messages Message: 1 + 2 receiver : 1 (an instance of SmallInteger) selector: #+ arguments: 2 Message: lpr nextNode: macNode receiver: lpr (an instance of LanPrinter) selector: #nextNode: arguments: macNode (an instance of Workstation) Message: Packet send: 'This packet travelled to' to: #lpr receiver: Packet (a class) selector: #send:to: arguments: 'This packet travelled to' and #lpr
  • 25. S.Ducasse 25 Transmitting a Packet | aLan packet macNode| ... macNode := aLan findNodeWithAddress: #mac. packet := Packet send: 'This packet travelled to the printer' to: #lpr. macNode originate: packet. -> mac sends a packet to pc -> pc sends a packet to node1 -> node1 sends a packet to node2 -> node2 sends a packet to node3 -> node3 sends a packet to lpr -> lpr is printing -> this packet travelled to lpr
  • 26. S.Ducasse 26 Smalltalk defineClass: #Packet superclass: #{Object} indexedType: #none private: false instanceVariableNames: 'addressee originator contents' classInstanceVariableNames: '' imports: '' category: 'LAN' How to Define a Class?
  • 27. S.Ducasse 27 NameOfSuperclass subclass: #NameOfClass instanceVariableNames: 'instVarName1' classVariableNames: 'classVarName1' poolDictionaries: '' category: 'LAN' How to Define a Class?
  • 28. S.Ducasse 28 How to Define a Method? message selector and argument names "comment stating purpose of message" | temporary variable names | statements accept: thePacket "If the packet is addressed to me, print it. Otherwise just behave like a normal node." (thePacket isAddressedTo: self) ifTrue: [self print: thePacket] ifFalse: [super accept: thePacket]
  • 29. S.Ducasse 29 In Java • In Java we would write void accept(thePacket Packet) /*If the packet is addressed to me, print it. Otherwise just behave like a normal node.*/ if (thePacket.isAddressedTo(this)){ this.print(thePacket)} else super.accept(thePacket)}
  • 30. S.Ducasse 30 Summary What is a message? What is the message receiver? What is the method selector? How to create a class? How to define a method?