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Path: ...!weretis.net!feeder9.news.weretis.net!news.quux.org!eternal-september.org!feeder3.eternal-september.org!news.eternal-september.org!eternal-september.org!.POSTED!not-for-mail From: wij <wyniijj5@gmail.com> Newsgroups: comp.lang.c++ Subject: Re: What is OOP? Date: Thu, 20 Mar 2025 23:04:45 +0800 Organization: A noiseless patient Spider Lines: 258 Message-ID: <c9e58dcf33e725e48f155b85081f7b1cdd3f8a28.camel@gmail.com> References: <d8a5a0d563f0b9b78b34711d12d4975a7941f53a.camel@gmail.com> <gog0ljdjdhdekscrcbpprte8788aerq05h@4ax.com> <OOP-20241218203833@ram.dialup.fu-berlin.de> <86h63rr2yo.fsf@linuxsc.com> <05cc45c4b6e94f85bf7d5999f5bf5a88dd79c1b7.camel@gmail.com> MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable Injection-Date: Thu, 20 Mar 2025 16:04:49 +0100 (CET) Injection-Info: dont-email.me; posting-host="0d039cf101f5ca85a9d7be2c9a676daf"; logging-data="3611499"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX1/jj+FUo+vCPWoiG7xrUHr0" User-Agent: Evolution 3.54.3 (3.54.3-1.fc41) Cancel-Lock: sha1:Ol/WCtgL+pXjzSCigx1FEs4lUhE= In-Reply-To: <05cc45c4b6e94f85bf7d5999f5bf5a88dd79c1b7.camel@gmail.com> Bytes: 13651 On Wed, 2025-03-19 at 04:58 +0800, wij wrote: > On Mon, 2025-03-17 at 10:17 -0700, Tim Rentsch wrote: > > ram@zedat.fu-berlin.de=C2=A0(Stefan Ram) writes: > >=20 > > > Rosario19 <Ros@invalid.invalid> wrote or quoted: > > >=20 > > > > what is oo programming? > > >=20 > > > =C2=A0 Alan Kay coined the term, and, in 2003, I asked him: > > >=20 > > > What does "object-oriented [programming]" mean to you? > > >=20 > > > =C2=A0 . He answered in an e-mail: > > >=20 > > > > OOP to me means only messaging, local retention and protection and > > > > hiding of state-process, and extreme late-binding of all things. > > >=20 > > > =C2=A0 . My personal interpretation (taking the above source and my > > > =C2=A0 own observations into account): > >=20 > > I appreciate your efforts in pursuing this and in describing what > > you think it all means.=C2=A0 I'm glad to see a discussion about OOP > > that goes beyond the common misunderstandings of what is meant. > >=20 > > I would like to respond to your comments with my own understanding > > of how Alan views these areas.=C2=A0 I should explain that I have talke= d > > with (and also listened to) Alan enough so that I think I have a > > pretty good understanding of what his views are here, but the > > comments below are just my impression of his thoughts. > >=20 > > > An object is an imaginary building block that contains states > > > and procedures and can only be accessed from the outside by > > > sending messages.=C2=A0 The object decides how it reacts (within the > > > scope of its specification) to a specific message.=C2=A0 (runtime > > > model) > >=20 > > An object is a blob about which nothing is known except that it is > > able to receive messages and act on them (which may include doing > > nothing at all). > >=20 > > > In object-oriented programming, programs describe under which > > > conditions which messages are sent to object expressions at > > > runtime:=C2=A0 For this purpose, there is a dispatch specification > > > that defines the recipient object expression and the message > > > to be sent.=C2=A0 This dispatch definition can also be regarded as > > > an expression whose value is then determined by the recipient > > > object (as a type of response).=C2=A0 (source code model) > >=20 > > The key property of object-oriented programming is that sending a > > message is the only way to accomplish anything.=C2=A0 Sending a > > message may start an activity and never return, or it may finish > > and return an object value, with the understanding that "object > > value" always means using pointer semantics.=C2=A0 There are no data > > values as such;=C2=A0 the only kinds of values in OOP are objects. > >=20 > > In addition to sending messages, Smalltalk has ways of using > > identifiers to refer to an object, of combining or sequencing > > message send constructs, and of assigning an object value (which > > again uses pointer semantics) to a named object holder (some form > > of identifier), but these capabilities are secondary to the key > > property described in the previous paragraph. > >=20 > > > It must be possible to determine which object receives a > > > particular message (late binding) as late as possible (i.e. at > > > runtime during the evaluation of the dispatch determination): > >=20 > > The late binding that Alan is talking about is the binding of > > messages to processing activity.=C2=A0 Note the contrast with calling > > a function, where the binding of name to what processing is done > > is static rather than deferred. > >=20 > > > For this purpose, the recipient object can be specified again > > > in the dispatch determination itself by means of an expression > > > that is only evaluated at runtime as late as possible (runtime > > > polymorphism). > >=20 > > It's true that the returned object value of a sent message can be > > used to send a further message, but that is not an occurrence of > > binding.=C2=A0 Calling a function through a pointer-to-function relies > > on information known only at runtime, but no binding is taking > > place for that (except perhaps for the mapping of a variable name > > to a location holding the pointer-to-function value). > >=20 > > > =C2=A0 Yes, I really think it is better to say that we send messages > > > =C2=A0 to expressions because which object the expression represents > > > =C2=A0 is only determined shortly beforehand and can be different > > > =C2=A0 each time the same code is run several times. > >=20 > > Messages are always sent to objects, not to expressions. > >=20 > > Obviously determining an object value at runtime is useful, but it > > isn't any different than determining any other value at runtime. > > Calling a function in C that takes two arguments and returns their > > sum depends on values determined at runtime, but that nothing to do > > with late binding. > >=20 > > The key point is that, having gotten back an object, we can't do > > anything with it except send it a message, and the binding of > > message to what processing activity will occur always takes place > > at the last possible moment. > >=20 > > > =C2=A0 But there's something else of equal importance!=C2=A0 It's the > > > =C2=A0 insight by Uncle Bob (Robert C. Martin) about when procedural > > > =C2=A0 code is better and when object-oriented code is better. > > >=20 > > > > Procedural code (code using data structures) makes it easy to > > > > add new functions without changing the existing data > > > > structures.=C2=A0 OO code, on the other hand, makes it easy to add > > > > new classes without changing existing functions. > > > Robert C. Martin > > >=20 > > > > Procedural code makes it hard to add new data structures > > > > because all the functions must change.=C2=A0 OO code makes it hard > > > > to add new functions because all the classes must change. > > > Robert C. Martin > >=20 > > Both of these comments make the mistake of conflating OOP with > > programming in languages that have classes.=C2=A0 That isn't what Alan > > meant by object-oriented programming.=C2=A0 That Smalltalk has classes > > is incidental to what is meant by object-oriented programming; > > classes in Smalltalk are simply a way of implementing the abstract > > idea of "object-oriented programming" that had started in Alan's > > thinking, and actually much earlier than Smalltalk or even Simula. >=20 > Agreed. > From the view of Spu (revised Turing Machine model), 'OOP' is the result = of > ctor/dtor, associated with it is the instruction being called as 'access = method'. > ------- > Wy.Sct.Spu(3wy)=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2= =A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0= =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2= =A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0= =C2=A0 Wy.Sct.Spu(3wy) >=20 > NAME > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 Spu - Class of general purpose Soft-= CPU >=20 > SYNOPSIS > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 Except POD types, C structures, all = types are declared in namespace Wy. >=20 > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 #include <CSCall/Sct.h> >=20 > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 Spu=C2=A0 (Soft=C2=A0 CPU)=C2=A0 is= =C2=A0 a revised model of Turing Machine and a class that > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 acts like a general purpose CPU-base= d computing machine to=C2=A0 provide=C2=A0 se=E2=80=90 > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mantics for computing language and f= or remote program communication. >=20 > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 The=C2=A0 main differences of Spu an= d general purpose CPU (or TM) is that Spu > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 has no =C2=B4register=C2=B4 nor =C2= =B4flag=C2=B4, Spu has only a tape. The tape is initially > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 empty. Every object (referred to as = tape variable) in the tape is=C2=A0 allo=E2=80=90 > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 cated via instruction Alloc and iden= tified by a continuous index number. > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 Tape variable can be any C++ type, i= ncluding Spu. >=20 > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 The=C2=A0 instruction=C2=A0 of Spu i= s application definable. Except necessary few, > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 about=C2=A0 >30=C2=A0 instructions= =C2=A0 are=C2=A0 defined=C2=A0 for=C2=A0 convenience,=C2=A0 see=C2=A0=C2=A0= manpage > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 Wy.Sct(3wy). >=20 > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 Documentation following omits the sc= ope name Wy::Sct for each occurrence > =C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 of Spu for clearity. >=20 > PUBLIC MEMBERS ========== REMAINDER OF ARTICLE TRUNCATED ==========