@chapter Tutorial @table @b @item What this manual presents This document provides a tutorial introduction to the Smalltalk language in general, and the @gst{} implementation in particular. It does not provide exhaustive coverage of every feature of the language and its libraries; instead, it attempts to introduce a critical mass of ideas and techniques to get the Smalltalk novice moving in the right direction. @*@* @item Who this manual is written for This manual assumes that the reader is acquainted with the basics of computer science, and has reasonable proficiency with a procedural language such as C. It also assumes that the reader is already familiar with the usual janitorial tasks associated with programming: editing, moving files, and so forth. @*@* @end table @menu * Getting started:: Starting to explore @gst{} * Some classes:: Using some of the Smalltalk classes * The hierarchy:: The Smalltalk class hierarchy * Creating classes:: Creating a new class of objects * Creating subclasses:: Adding subclasses to another class * Code blocks (I):: Control structures in Smalltalk * Code blocks (II):: Guess what? More control structures * Debugging:: Things go bad in Smalltalk too! * More subclassing:: Coexisting in the class hierarchy * Streams:: Something really powerful * Behind the scenes:: Some nice stuff from the Smalltalk innards * And now:: Some final words * The syntax:: For the most die-hard computer scientists @end menu @node Getting started, Some classes, Tutorial, Tutorial @section Getting started @menu * Starting Smalltalk:: Starting up Smalltalk * Saying hello:: Saying hello * What happened:: But how does it say hello? * Doing math:: Smalltalk too can do it! * Math in Smalltalk:: But in a peculiar way of course... @end menu @node Starting Smalltalk, Saying hello, Getting started, Getting started @subsection Starting up Smalltalk Assuming that @gst{} has been installed on your system, starting it is as simple as: @example @b{$} gst @end example the system loads in Smalltalk, and displays a startup banner like: @display Smalltalk Ready st> @end display You are now ready to try your hand at Smalltalk! By the way, when you're ready to quit, you exit Smalltalk by typing @kbd{control-D} on an empty line. @node Saying hello, What happened, Starting Smalltalk, Getting started @subsection Saying hello An initial exercise is to make Smalltalk say ``hello'' to you. Type in the following line (@code{printNl} is a upper case N and a lower case L): @example 'Hello, world' printNl ! @end example The system then prints back 'Hello, world' to you.@footnote{ It also prints out a lot of statistics. Ignore these; they provide information on the performance of the underlying Smalltalk engine. You can inhibit them by starting Smalltalk as either: @example @b{$} gst -q @end example or @example @b{$} gst -r @end example } @node What happened, Doing math, Saying hello, Getting started @subsection What actually happened The front-line Smalltalk interpreter gathers all text until a '!' character and executes it. So the actual Smalltalk code executed was: @example 'Hello, world' printNl @end example This code does two things. First, it creates an object of type @code{String} which contains the characters ``Hello, world''. Second, it sends the message named @code{printNl} to the object. When the object is done processing the message, the code is done and we get our prompt back. You'll notice that we didn't say anything about printing ing the string, even though that's in fact what happened. This was very much on purpose: the code we typed in doesn't know anything about printing strings. It knew how to get a string object, and it knew how to send a message to that object. That's the end of the story for the code we wrote. But for fun, let's take a look at what happened when the string object received the @code{printNl} message. The string object then went to a table @footnote{Which table? This is determined by the type of the object. An object has a type, known as the class to which it belongs. Each class has a table of methods. For the object we created, it is known as a member of the @code{String} class. So we go to the table associated with the String class.} which lists the messages which strings can receive, and what code to execute. It found that there is indeed an entry for @code{printNl} in that table and ran this code. This code then walked through its characters, printing each of them out to the terminal. @footnote{ Actually, the message @code{printNl} was inherited from Object. It sent a @code{print} message, also inherited by Object, which then sent @code{printOn:} to the object, specifying that it print to the @code{Transcript} object. The String class then prints its characters to the standard output.} The central point is that an object is entirely self-contained; only the object knew how to print itself out. When we want an object to print out, we ask the object itself to do the printing. @node Doing math, Math in Smalltalk, What happened, Getting started @subsection Doing math A similar piece of code prints numbers: @example 1234 printNl ! @end example Notice how we used the same message, but have sent it to a new type of object---an integer (from class @code{Integer}). The way in which an integer is printed is much different from the way a string is printed on the inside, but because we are just sending a message, we do not have to be aware of this. We tell it to @code{printNl}, and it prints itself out. As a user of an object, we can thus usually send a particular message and expect basically the same kind of behavior, regardless of object's internal structure (for instance, we have seen that sending @code{printNl} to an object makes the object print itself). In later chapters we will see a wide range of types of objects. Yet all of them can be printed out the same way---with @code{printNl}. White space is ignored, except as it separates words. This example could also have looked like: @example 1234 printNl ! @end example An integer can be sent a number of messages in addition to just printing itself. An important set of messages for integers are the ones which do math: @example (9 + 7) printNl ! @end example Answers (correctly!) the value 16. The way that it does this, however, is a significant departure from a procedural language. @node Math in Smalltalk, , Doing math, Getting started @subsection Math in Smalltalk In this case, what happened was that the object @code{9} (an Integer), received a @code{+} message with an argument of @code{7} (also an Integer). The @code{+} message for integers then caused Smalltalk to create a new object @code{16} and return it as the resultant object. This @code{16} object was then given the @code{printNl} message, and printed @code{16} on the terminal. Thus, math is not a special case in Smalltalk; it is done, exactly like everything else, by creating objects, and sending them messages. This may seem odd to the Smalltalk novice, but this regularity turns out to be quite a boon: once you've mastered just a few paradigms, all of the language ``falls into place''. Before you go on to the next chapter, make sure you try math involving @code{*} (multiplication), @code{-} (subtraction), and @code{/} (division) also. These examples should get you started: @example (8 * (4 / 2)) printNl ! (8 - (4 + 1)) printNl ! (5 + 4) printNl ! (2/3 + 7) printNl ! (2 + 3 * 4) printNl ! (2 + (3 * 4)) printNl ! @end example @node Some classes, The hierarchy, Getting started, Tutorial @section Using some of the Smalltalk classes This chapter has examples which need a place to hold the objects they create. The following line creates such a place; for now, treat it as magic. At the end of the chapter we will revisit it with an explanation. Type in: @example Smalltalk at: #x put: 0 ! @end example Now let's create some new objects. @menu * Arrays:: An array in Smalltalk * Sets:: A set in Smalltalk * Dictionaries:: Getting more sophisticated, eh? * Smalltalk dictionary:: A very important dictionary, really * Closing thoughts:: There always ought to be some closing thoughts @end menu @node Arrays, Sets, Some classes, Some classes @subsection An array in Smalltalk An array in Smalltalk is similar to an array in any other language, although the syntax may seem peculiar at first. To create an array with room for 20 elements, do: @example x := Array new: 20 ! @end example The @code{Array new: 20} creates the array; the @code{x :=} part connects the name @code{x} with the object. Until you assign something else to @code{x}, you can refer to this array by the name @code{x}. Changing elements of the array is not done using the @code{:=} operator; this operator is used only to bind names to objects. In fact, you never modify data structures; instead, you send a message to the object, and it will modify itself. For instance: @example (x at: 1) printNl ! @end example @noindent which prints: @example nil @end example The slots of an array are initially set to ``nothing'' (which Smalltalk calls @code{nil}). Let's set the first slot to the number 99: @example x at: 1 put: 99 ! @end example @noindent and now make sure the 99 is actually there: @example (x at: 1) printNl ! @end example @noindent which then prints out: @example 99 @end example These examples show how to manipulate an array. They also show the standard way in which messages are passed arguments ments. In most cases, if a message takes an argument, its name will end with `:'.@footnote{Alert readers will remember that the math examples of the previous chapter deviated from this.} So when we said @code{x at: 1} we were sending a message to whatever object was currently bound to @code{x} with an argument of 1. For an array, this results in the first slot of the array being returned. The second operation, @code{x at: 1 put: 99} is a message with two arguments. It tells the array to place the second argument (99) in the slot specified by the first (1). Thus, when we re-examine the first slot, it does indeed now contain 99. There is a shorthand for describing the messages you send to objects. You just run the message names together. So we would say that our array accepts both the @code{at:} and @code{at:put:} messages. There is quite a bit of sanity checking built into an array. The request @example 6 at: 1 @end example @noindent fails with an error; 6 is an integer, and can't be indexed. Further, @example x at: 21 @end example @noindent fails with an error, because the array we created only has room for 20 objects. Finally, note that the object stored in an array is just like any other object, so we can do things like: @example ((x at: 1) + 1) printNl ! @end example @noindent which (assuming you've been typing in the examples) will print 100. @node Sets, Dictionaries, Arrays, Some classes @subsection A set in Smalltalk We're done with the array we've been using, so we'll assign something new to our @code{x} variable. Note that we don't need to do anything special about the old array: the fact that nobody is using it any more will be automatically detected, and the memory reclaimed. This is known as @i{garbage collection} and it is generally done when Smalltalk finds that it is running low on memory. So, to get our new object, simply do: @example x := Set new ! @end example @noindent which creates an empty set. To view its contents, do: @example x printNl ! @end example The kind of object is printed out (i.e., @code{Set}), and then the members are listed within parenthesis. Since it's empty, we see: @example Set () @end example Now let's toss some stuff into it. We'll add the numbers 5 and 7, plus the string 'foo'. We could type: @example x add: 5 ! x add: 7 ! x add: 'foo' ! @end example But let's save a little typing by using a Smalltalk shorthand: @example x add: 5; add: 7; add: 'foo' ! @end example This line does exactly what the previous example's three lines did. The trick is that the semicolon operator causes the message to be sent to the same object as the last message sent. So saying @code{; add: 7} is the same as saying @code{x add: 7}, because @code{x} was the last thing a message was sent to. This may not seem like such a big savings, but compare the ease when your variable is named @code{aVeryLongVariableName} instead of just @code{x}! We'll revisit some other occasions where @code{;} saves you trouble, but for now let's continue with our set. Type either version of the example, and make sure that we've added 5, 7, and ``foo'': @example x printNl ! @end example @noindent we'll see that it now contains our data: @example Set (5 'foo' 7) @end example What if we add something twice? No problem---it just stays in the set. So a set is like a big checklist---either it's in there, or it isn't. To wit: @example x add:5; add: 5; add: 5; add: 5 ! x printNl ! @end example We've added @i{5} several times, but when we printed our set back out, we just see: @example Set (5 'foo' 7) @end example What you put into a set with @code{add:}, you can take out with @code{remove:}. Try: @example x remove: 5 ! x printNl ! @end example The set now prints as: @example Set ('foo' 7) @end example The ``5'' is indeed gone from the set. We'll finish up with one more of the many things you can do with a set---checking for membership. Try: @example (x includes: 7) printNl ! (x includes: 5) printNl ! @end example From which we see that x does indeed contain 7, but not 5. Notice that the answer is printed as @code{true} or @code{false}. Once again, the thing returned is an object---in this case, an object known as a boolean. We'll look at the use of booleans later, but for now we'll just say that booleans are nothing more than objects which can only either be true or false---nothing else. So they're very useful for answers to yes or no questions, like the ones we just posed. Let's take a look at just one more kind of data structure: @node Dictionaries, Smalltalk dictionary, Sets, Some classes @subsection Dictionaries A dictionary is a special kind of collection. With a regular array, you must index it with integers. With dictionaries, you can index it with any object at all. Dictionaries thus provide a very powerful way of correlating one piece of information to another. Their only downside is that they are somewhat less efficient than simple arrays. Try the following: @example x := Dictionary new. x at: 'One' put: 1 ! x at: 'Two' put: 2 ! x at: 1 put: 'One' ! x at: 2 put: 'Two' ! @end example This fills our dictionary in with some data. The data is actually stored in pairs of key and value (the key is what you give to @code{at:}---it specifies a slot; the value is what is actually stored at that slot). Notice how we were able to specify not only integers but also strings as both the key and the value. In fact, we can use any kind of object we want as either---the dictionary doesn't care. Now we can map each key to a value: @example (x at: 1) printNl ! (x at: 'Two') printNl ! @end example which prints respectively: @example 'One' 2 @end example We can also ask a dictionary to print itself: @example x printNl ! @end example @noindent which prints: @example Dictionary (1->'One' 2->'Two' 'One'->1 'Two'->2 ) @end example @noindent where the first member of each pair is the key, and the second the value. @node Smalltalk dictionary, Closing thoughts, Dictionaries, Some classes @subsection Smalltalk dictionary If you'll remember from the beginning of the chapter, we started out by saying: @example Smalltalk at: #x put: 0 ! @end example This code should look familiar---the @code{at:put:} message is how we've been storing information in our own arrays and dictionaries. In a Smalltalk environment the name @code{Smalltalk} has been preset to point to a dictionary @footnote{Actually, a SystemDictionary, which is just a Dictionary with some extra methods to run things when Smalltalk first starts and to do nice things with a Smalltalk environment} which both you and Smalltalk can use. To see how this sharing works, we'll first try to use a variable which Smalltalk doesn't know about: @example y := 0 ! @end example Smalltalk complains because @code{y} is an unknown variable. Using our knowledge of dictionaries, and taking advantage of our access to Smalltalk's dictionary, we can add it ourselves: @example Smalltalk at: #y put: 0 ! @end example The only mystery left is why we're using @code{#y} instead of our usual quoted string. This is one of those simple questions whose answer runs surprisingly deep. The quick answer is that @code{#y} and @code{'y'} are pretty much the same, except that the former will always be the same object each time you use it, whereas the latter can be a new string each time you do so. @footnote{For more detail, @xref{Two flavors of equality}} Now that we've added @code{y} to Smalltalk's dictionary, we try again: @example y := 1 ! @end example It works! Because you've added an entry for @code{y}, Smalltalk is now perfectly happy to let you use this new variable. If you have some spare time, you can print out the entire Smalltalk dictionary with: @example Smalltalk printNl ! @end example As you might suspect, this will print out quite a large list of names! If you get tired of watching Smalltalk grind it out, use your interrupt key (control-C, usually) to bring Smalltalk back to interactive mode. @node Closing thoughts, , Smalltalk dictionary, Some classes @subsection Closing thoughts You've seen how Smalltalk provides you with some very powerful data structures. You've also seen how Smalltalk itself uses these same facilities to implement the language. But this is only the tip of the iceberg---Smalltalk is much more than a collection of ``neat'' facilities to use. The objects and methods which are automatically available are only the beginning of the foundation on which you build your programs---Smalltalk allows you to add your own objects and methods into the system, and then use them along with everything else. The art of programming in Smalltalk is the art of looking at your problems in terms of objects, using the existing object types to good effect, and enhancing Smalltalk with new types of objects. Now that you've been exposed to the basics of Smalltalk manipulation, we can begin to look at this object-oriented technique of programming. @node The hierarchy, Creating classes, Some classes, Tutorial @section The Smalltalk class hierarchy When programming in Smalltalk, you sometimes need to create new kinds of objects, and define what various messages will do to these objects. In the next chapter we will create some new classes, but first we need to understand how Smalltalk organizes the types and objects it contains. Because this is a pure ``concept'' chapter, without any actual Smalltalk code to run, we will keep it short and to the point. @menu * Class Object:: The grandfather of every class * Animals:: A classic in learning OOP! * But why:: The bottom line of the class hierarchy @end menu @node Class Object, Animals, The hierarchy, The hierarchy @subsection Class @code{Object} Smalltalk organizes all of its classes as a tree hierarchy. At the very top of this hierarchy is class @i{Object}. Following somewhere below it are more specific classes, such as the ones we've worked with---strings, integers, arrays, and so forth. They are grouped together based on their similarities ities; for instance, types of objects which may be compared as greater or less than each other fall under a class known as @i{Magnitude}. One of the first tasks when creating a new object is to figure out where within this hierarchy your object falls. Coming up with an answer to this problem is at least as much art as science, and there are no hard-and-fast rules to nail it down. We'll take a look at three kinds of objects to give you a feel for how this organization matters. @node Animals, But why, Class Object, The hierarchy @subsection Animals Imagine that we have three kinds of objects, representing @i{Animals}, @i{Parrots}, and @i{Pigs}. Our messages will be @i{eat}, @i{sing}, and @i{snort}. Our first pass at inserting these objects into the Smalltalk hierarchy would organize them like: @example @r{Object} @r{Animals} @r{Parrots} @r{Pigs} @end example This means that Animals, Parrots, and Pigs are all direct descendants of @i{Object}, and are not descendants of each other. Now we must define how each animal responds to each kind of message. @example @r{Animals} @r{eat --> Say ``I have now eaten''} @r{sing --> Error} @r{snort --> Error} @r{Parrots} @r{eat --> Say ``I have now eaten''} @r{sing --> Say ``Tweet''} @r{snort --> Error} @r{Pigs} @r{eat --> Say ``I have now eaten"''} @r{sing --> Error} @r{snort --> Say ``Oink''} @end example Notice how we kept having to indicate an action for @i{eat}. An experienced object designer would immediately recognize this as a clue that we haven't set up our hierarchy correctly. Let's try a different organization: @example @r{Object} @r{Animals} @r{Parrots} @r{Pigs} @end example That is, Parrots inherit from Animals, and Pigs from Parrots. Now Parrots inherit all of the actions from Animals, and Pigs from both Parrots and Animals. Because of this inheritance, we may now define a new set of actions which spares us the redundancy of the previous set: @example @r{Animals} @r{eat --> Say ``I have now eaten''} @r{sing --> Error} @r{snort --> Error} @r{Parrots} @r{sing --> Say ``Tweet''} @r{Pigs} @r{snort --> Say ``Oink''} @end example Because Parrots and Pigs both inherit from Animals, we have only had to define the @i{eat} action once. However, we have made one mistake in our class setup---what happens when we tell a Pig to @i{sing}? It says ``Tweet'', because we have put Pigs as an inheritor of Parrots. Let's try one final organization: @example @r{Object} @r{Animals} @r{Parrots} @r{Pigs} @end example Now Parrots and Pigs inherit from Animals, but not from each other. Let's also define one final pithy set of actions: @example @r{Animals} @r{eat --> Say ``I have eaten''} @r{Parrots} @r{sing --> Say ``Tweet''} @r{Pigs} @r{snort --> Say ``Oink''} @end example The change is just to leave out messages which are inappropriate. If Smalltalk detects that a message is not known by an object or any of its ancestors, it will automatically give an error---so you don't have to do this sort of thing yourself. Notice that now sending @i{sing} to a Pig does indeed not say ``Tweet''---it will cause a Smalltalk error instead. @node But why, , Animals, The hierarchy @subsection The bottom line of the class hierarchy The goal of the class hierarchy is to allow you to organize objects into a relationship which allows a particular object to inherit the code of its ancestors. Once you have identified an effective organization of types, you should find that a particular technique need only be implemented once, then inherited by the children below. This keeps your code smaller, and allows you to fix a bug in a particular algorithm in only once place---then have all users of it just inherit the fix. You will find your decisions for adding objects change as you gain experience. As you become more familiar with the existing set of objects and messages, your selections will increasingly ``fit in'' with the existing ones. But even a Smalltalk @i{pro} stops and thinks carefully at this stage, so don't be daunted if your first choices seem difficult and error-prone. @node Creating classes, Creating subclasses, The hierarchy, Tutorial @section Creating a new class of objects With the basic techniques presented in the preceding chapters, we're ready do our first real Smalltalk program. In this chapter we will construct three new types of objects (known as @i{classes}), using the Smalltalk technique of inheritance to tie the classes together, create new objects belonging to these classes (known as creating instances of the class), and send messages to these objects. We'll exercise all this by implementing a toy home-finance accounting system. We will keep track of our overall cash, and will have special handling for our checking and savings accounts. From this point on, we will be defining classes which will be used in future chapters. Since you will probably not be running this whole tutorial in one Smalltalk session, it would be nice to save off the state of Smalltalk and resume it without having to retype all the previous examples. To save the current state of GNU Smalltalk, type: @example Smalltalk snapshot: 'myimage.im' ! @end example @noindent and from your shell, to later restart Smalltalk from this ``snapshot'': @example @b{$} gst -I myimage.im @end example Such a snapshot currently takes a little less than 700K bytes, and contains all variables, classes, and definitions you have added. @menu * A new class:: Creating a new class * Documenting the class:: So anybody will know what it's about * Defining methods:: So it will be useful * Instance methods:: One of two kind of methods (the others, class methods, are above) * A look at our object:: which will sorely show that something is still missing. * Moving money around:: Let's make it more fun! * Next coming:: Yeah, what's next?!? @end menu @node A new class, Documenting the class, Creating classes, Creating classes @subsection Creating a new class Guess how you create a new class? This should be getting monotonous by now---by sending a message to an object. The way we create our first ``custom'' class is by sending the following message: @example Object subclass: #Account instanceVariableNames: 'balance' classVariableNames: '' poolDictionaries: '' category: nil ! @end example Quite a mouthful, isn't it? Most people end up customizing their editor to pop this up at a push of a button. But conceptually, it isn't really that bad. The Smalltalk variable @i{Object} is bound to the grand-daddy of all classes on the system. What we're doing here is telling the @i{Object} class that we want to add to it a subclass known as @i{Account}. The other parts of the message can be ignored, but @code{instanceVariableNames: 'balance'} tells it that each object in this subclass will have a hidden variable named @code{balance}. @footnote{In case you're having a hard time making out the font, the @i{''} after @code{classVariableNames:} and @code{poolDictionaries:} are a pair of single quotes---an empty string.} @node Documenting the class, Defining methods, A new class, Creating classes @subsection Documenting the class The next step is to associate a description with the class. You do this by sending a message to the new class: @example Account comment: 'I represent a place to deposit and withdraw money' ! @end example A description is associated with every Smalltalk class, and it's considered good form to add a description to each new class you define. To get the description for a given class: @example (Account comment) printNl ! @end example And your string is printed back to you. Try this with class Integer, too: @example (Integer comment) printNl ! @end example @node Defining methods, Instance methods, Documenting the class, Creating classes @subsection Defining a method for the class We have created a class, but it isn't ready to do any work for us---we have to define some messages which the class can process first. We'll start at the beginning by defining methods for instance creation: @example !Account class methodsFor: 'instance creation'! new | r | r := super new. r init. ^r !! @end example Again, programming your editor to do this is recommended. The important points about this are: @itemize @bullet @item @code{Account class} means that we are defining messages which are to be sent to the Account class itself. @item @code{methodsFor: 'instance creation'} is more documentation support; it says that all of the methods defined will be to support creating objects of type Account. @item The text starting with @code{new} and ending with @code{!!} defined what action to take for the message @code{new}. When you enter this definition, @gst{} will simply give you another prompt, but your method has been compiled in and is ready for use. @gst{} is pretty quiet on successful method definitions---but you'll get plenty of error messages if there's a problem! @end itemize This is also the first example where we've had to use more than one statement, and thus a good place to present the statement separator---the @code{.} period. Like Pascal, and unlike C, statements are separated rather than terminated. Thus you need only use a @code{.} when you have finished one statement and are starting another. This is why our last statement, @code{^r}, does not have a @code{.} following. Once again like Pascal, however, Smalltalk won't complain if your enter a spurious statement separator after @i{the last} statement. The best way to describe how this method works is to step through it. Imagine we sent a message to the new class Account with the command line: @example Account new ! @end example @code{Account} receives the message @code{new} and looks up how to process this message. It finds our new definition, and starts running it. The first line, @code{| r |}, creates a local variable named @code{r} which can be used as a placeholder for the objects we create. @code{r} will go away as soon as the message is done being processed. The first real step is to actually create the object. The line @code{r := super new} does this using a fancy trick. The word @code{super} stands for the same object that the message @code{new} was originally sent to (remember? it's @code{Account}), except that when Smalltalk goes to search for the methods, it starts one level higher up in the hierarchy than the current level. So for a method in the Account class, this is the Object class (because the class Account inherits from is Object---go back and look at how we created the Account class), and the Object class' methods then execute some code in response to the @code{#new} message. As it turns out, Object will do the actual creation of the object when sent a @code{#new} message. One more time in slow motion: the Account method @code{#new} wants to do some fiddling about when new objects are created, but he also wants to let his parent do some work with a method of the same name. By saying @code{r := super new} he is letting his parent create the object, and then he is attaching it to the variable @code{r}. So after this line of code executes, we have a brand new object of type Account, and @code{r} is bound to it. You will understand this better as time goes on, but for now scratch your head once, accept it as a recipe, and keep going. We have the new object, but we haven't set it up correctly. Remember the hidden variable @code{balance} which we saw in the beginning of this chapter? @code{super new} gives us the object with the @code{balance} field containing nothing, but we want our balance field to start at 0. @footnote{And unlike C, Smalltalk draws a distinction between @code{0} and @code{nil}. @code{nil} is the @i{nothing} object, and you will receive an error if you try to do, say, math on it. It really does matter that we initialize our instance variable to the number 0 if we wish to do math on it in the future.} So what we need to do is ask the object to set itself up. By saying @code{r init}, we are sending the @code{init} message to our new Account. We'll define this method in the next section---for now just assume that sending the @code{init} message will get our Account set up. Finally, we say @code{^r}. In English, this is @i{return what r is attached to}. This means that whoever sent to Account the @code{new} message will get back this brand new account. At the same time, our temporary variable @code{r} ceases to exist. @node Instance methods, A look at our object, Defining methods, Creating classes @subsection Defining an instance method We need to define the @code{init} method for our Account objects, so that our @code{new} method defined above will work. Here's the Smalltalk code: @example !Account methodsFor: 'instance initialization'! init balance := 0 !! @end example It looks quite a bit like the previous method definition, except that the first one said @code{Account class methodsFor:@dots{}}, and ours says @code{Account methodsFor:@dots{}}. The difference is that the first one defined a method for messages sent directly to @code{Account}, but the second one is for messages which are sent to Account objects once they are created. The method named @code{init} has only one line, @code{balance := 0}. This initializes the hidden variable @code{balance} (actually called an instance variable) to zero, which makes sense for an account balance. Notice that the method doesn't end with @code{^r} or anything like it: this method doesn't return a value to the message sender. When you do not specify a return value, Smalltalk defaults the return value to the object currently executing. For clarity of programming, you might consider explicitly returning @code{self} in cases where you intend the return value to be used.@footnote{ And why didn't the designers default the return value to nil? Perhaps they didn't appreciate the value of void functions. After all, at the time Smalltalk was being designed, C didn't even have a void data type.} @node A look at our object, Moving money around, Instance methods, Creating classes @subsection Looking at our Account Let's create an instance of class Account: @example Smalltalk at: #a put: (Account new) ! @end example Can you guess what this does? The @code{Smalltalk at: #a put: } creates a Smalltalk variable. And the @code{Account new} creates a new Account, and returns it. So this line creates a Smalltalk variable named @code{a}, and attaches it to a new Account---all in one line. Let's take a look at the Account object we just created: @example a printNl ! @end example It prints: @example an Account @end example Hmmm... not very informative. The problem is that we didn't tell our Account how to print itself, so we're just getting the default system @code{printNl} method---which tells what the object is, but not what it contains. So clearly we must add such a method: @example !Account methodsFor: 'printing'! printOn: stream super printOn: stream. stream nextPutAll: ' with balance: '. balance printOn: stream !! @end example Now give it a try again: @example a printNl ! @end example @noindent which prints: @example an Account with balance: 0 @end example This may seem a little strange. We added a new method, printOn:, and our printNl message starts behaving differently. It turns out that the printOn: message is the central printing function---once you've defined it, all of the other printing methods end up calling it. Its argument is a place to print to---quite often it is the variable @code{Transcript}. This variable is usually hooked to your terminal, and thus you get the printout to your screen. The @code{super printOn: stream} lets our parent do what it did before---print out what our type is. The @code{an Account} part of the printout came from this. @code{stream nextPutAll: ' with balance: '} creates the string @code{ with balance: }, and prints it out to the stream, too; note that we don't use @code{printOn:} here because that would enclose our string within quotes. Finally, @code{balance printOn: stream} asks whatever object is hooked to the @code{balance} variable to print itself to the stream. We set @code{balance} to 0, so the 0 gets printed out. @node Moving money around, Next coming, A look at our object, Creating classes @subsection Moving money around We can now create accounts, and look at them. As it stands, though, our balance will always be 0---what a tragedy! Our final methods will let us deposit and spend money. They're very simple: @example !Account methodsFor: 'moving money'! spend: amount balance := balance - amount ! deposit: amount balance := balance + amount !! @end example With these methods you can now deposit and spend amounts of money. Try these operations: @example a deposit: 125! a deposit: 20! a printNl! a spend: 10! a printNl! @end example @node Next coming, , Moving money around, Creating classes @subsection What's next? We now have a generic concept, an ``Account''. We can create them, check their balance, and move money in and out of them. They provide a good foundation, but leave out important information that particular types of accounts might want. In the next chapter, we'll take a look at fixing this problem using subclasses. @node Creating subclasses, Code blocks (I), Creating classes, Tutorial @section Two Subclasses for the Account Class This chapter continues from the previous chapter in demonstrating how one creates classes and subclasses in Smalltalk. In this chapter we will create two special subclasses of Account, known as Checking and Savings. We will continue to inherit the capabilities of Account, but will tailor the two kinds of objects to better manage particular kinds of accounts. @menu * The Savings class:: One of the two subclasses we'll put together * The Checking class:: And here is the other * Writing checks:: Only in Smalltalk, of course @end menu @node The Savings class, The Checking class, Creating subclasses, Creating subclasses @subsection The Savings class We create the Savings class as a subclass of Account. It holds money, just like an Account, but has an additional property that we will model: it is paid interest based on its balance. We create the class Savings as a subclass of Account: @example Account subclass: #Savings instanceVariableNames: 'interest' classVariableNames: '' poolDictionaries: '' category: nil ! @end example The instance variable @code{interest} will accumulate interest paid. Thus, in addition to the @code{spend:} and @code{deposit:} messages which we inherit from our parent, Account, we will need to define a method to add in interest deposits, and a way to clear the interest variable (which we would do yearly, after we have paid taxes). We first define a method for allocating a new account---we need to make sure that the interest field starts at 0. @example !Savings methodsFor: 'initialization'! init interest := 0. ^ super init !! @end example Recall that the parent took care of the @code{new} message, and created a new object of the appropriate size. After creation, the parent also sent an @code{init} message to the new object. As a subclass of Account, the new object will receive the @code{init} message first; it sets up its own instance variable, and then passes the @code{init} message up the chain to let its parent take care of its part of the initialization. With our new @code{Savings} account created, we can define two methods for dealing specially with such an account: @example !Savings methodsFor: 'interest'! interest: amount interest := interest + amount. self deposit: amount ! clearInterest | oldinterest | oldinterest := interest. interest := 0. ^oldinterest !! @end example The first method says that we add the @code{amount} to our running total of interest. The line @code{self deposit: amount} tells Smalltalk to send ourselves a message, in this case @code{deposit: amount}. This then causes Smalltalk to look up the method for @code{deposit:}, which it finds in our parent, Account. Executing this method then updates our overall balance.@footnote{@code{self} is much like @code{super}, except that @code{self} will start looking for a method at the bottom of the type hierarchy for the object, while @code{super} starts looking one level up from the current level. Thus, using @code{super} forces inheritance, but @code{self} will find the first definition of the message which it can.} One may wonder why we don't just replace this with the simpler @code{balance := balance + amount}. The answer lies in one of the philosophies of object-oriented languages in general, and Smalltalk in particular. Our goal is to encode a technique for doing something once only, and then re-using that technique when needed. If we had directly encoded @code{balance := balance + amount} here, there would have been two places that knew how to update the balance from a deposit. This may seem like a useless difference. But consider if later we decided to start counting the number of deposits made. If we had encoded @code{balance := balance + amount} in each place that needed to update the balance, we would have to hunt each of them down in order to update the count of deposits. By sending @code{self} the message @code{deposit:}, we need only update this method once; each sender of this message would then automatically get the correct up-to-date technique for updating the balance. The second method, @code{clearInterest}, is simpler. We create a temporary variable @code{oldinterest} to hold the current amount of interest. We then zero out our interest to start the year afresh. Finally, we return the old interest as our result, so that our year-end accountant can see how much we made.@footnote{Of course, in a real accounting system we would never discard such information---we'd probably throw it into a Dictionary object, indexed by the year that we're finishing. The ambitious might want to try their hand at implementing such an enhancement.} @node The Checking class, Writing checks, The Savings class, Creating subclasses @subsection The Checking class Our second subclass of Account represents a checking account. We will keep track of two facets: @itemize @bullet @item What check number we are on @item How many checks we have left in our checkbook @end itemize We will define this as another subclass of Account: @example Account subclass: #Checking instanceVariableNames: 'checknum checksleft' classVariableNames: '' poolDictionaries: '' category: nil ! @end example We have two instance variables, but we really only need to initialize one of them---if there are no checks left, the current check number can't matter. Remember, our parent class Account will send us the @code{init} message. We don't need our own class-specific @code{new} function, since our parent's will provide everything we need. @example !Checking methodsFor: 'Initialization'! init checksleft := 0. ^super init !! @end example As in Savings, we inherit most of abilities from our superclass, Account. For initialization, we leave @code{checknum} alone, but set the number of checks in our checkbook to zero. We finish by letting our parent class do its own initialization. @node Writing checks, , The Checking class, Creating subclasses @subsection Writing checks We will finish this chapter by adding a method for spending money through our checkbook. The mechanics of taking a message and updating variables should be familiar: @example !Checking methodsFor: 'spending'! newChecks: number count: checkcount checknum := number. checksleft := checkcount ! writeCheck: amount | num | num := checknum. checknum := checknum + 1. checksleft := checksleft - 1. self spend: amount. ^ num !! @end example @code{newChecks:} fills our checkbook with checks. We record what check number we're starting with, and update the count of the number of checks in the checkbook. @code{writeCheck:} merely notes the next check number, then bumps up the check number, and down the check count. The message @code{self spend: amount} resends the message @code{spend:} to our own object. This causes its method to be looked up by Smalltalk. The method is then found in our parent class, Account, and our balance is then updated to reflect our spending. You can try the following examples: @example Smalltalk at: #c put: (Checking new) ! c printNl ! c deposit: 250 ! c printNl ! c newChecks: 100 count: 50 ! c printNl ! (c writeCheck: 32) printNl ! c printNl ! @end example For amusement, you might want to add a printOn: message to the checking class so you can see the checking-specific information. In this chapter, you have seen how to create subclasses of your own classes. You have added new methods, and inherited methods from the parent classes. These techniques provide the majority of the structure for building solutions to problems. In the following chapters we will be filling in details on further language mechanisms and types, and providing details on how to debug software written in Smalltalk. @node Code blocks (I), Code blocks (II), Creating subclasses, Tutorial @section Code blocks The Account/Saving/Checking example from the last chapter has several deficiencies. It has no record of the checks and their values. Worse, it allows you to write a check when there are no more checks---the Integer value for the number of checks will just calmly go negative! To fix these problems we will need to introduce more sophisticated control structures. @menu * Conditions:: Making some decisions * Iteration:: Making some loops @end menu @node Conditions, Iteration, Code blocks (I), Code blocks (I) @subsection Conditions and decision making Let's first add some code to keep you from writing too many checks. We will simply update our current method for the Checking class; if you have entered the methods from the previous chapters, the old definition will be overridden by this new one. @example !Checking methodsFor: 'spending'! writeCheck: amount | num | (checksleft < 1) ifTrue: [ ^self error: 'Out of checks' ]. num := checknum. checknum := checknum + 1. checksleft := checksleft - 1. self spend: amount ^ num !! @end example The two new lines are: @example (checksleft < 1) ifTrue: [ ^self error: 'Out of checks' ]. @end example At first glance, this appears to be a completely new structure. But, look again! The only new construct is the square brackets. The first line is a simple boolean expression. @code{checksleft} is our integer, as initialized by our Checking class. It is sent the message @code{<}, and the argument 1. The current number bound to @code{checksleft} compares itself against 1, and returns a boolean object telling whether it is less than 1. Now this boolean, which is either true or false, is sent the message @code{ifTrue:}, with an argument which is called a code block. A code block is an object, just like any other. But instead of holding a number, or a Set, it holds executable statements. So what does a boolean do with a code block which is an argument to a @code{ifTrue:} message? It depends on which boolean! If the object is the @code{true} object, it executes the code block it has been handed. If it is the @code{false} object, it returns without executing the code block. So the traditional @i{conditional construct} has been replaced in Smalltalk with boolean objects which execute the indicated code block or not, depending on their truth-value. @footnote{It is interesting to note that because of the way conditionals are done, conditional constructs are not part of the Smalltalk language, instead they are merely a defined behavior for the Boolean class of objects.} In the case of our example, the actual code within the block sends an error message to the current object. @code{error:} is handled by the parent class Object, and will pop up an appropriate complaint when the user tries to write too many checks. In general, the way you handle a fatal error in Smalltalk is to send an error message to yourself (through the @code{self} pseudo-variable), and let the error handling mechanisms inherited from the Object class take over. As you might guess, there is also an @code{ifFalse:} message which booleans accept. It works exactly like @code{ifTrue:}, except that the logic has been reversed; a boolean @code{false} will execute the code block, and a boolean @code{true} will not. You should take a little time to play with this method of representing conditionals. You can run your checkbook, but can also invoke the conditional functions directly: @example true ifTrue: [ 'Hello, world!' printNl ] ! false ifTrue: [ 'Hello, world!' printNl ] ! true ifFalse: [ 'Hello, world!' printNl ] ! false ifFalse: [ 'Hello, world!' printNl ] ! @end example @node Iteration, , Conditions, Code blocks (I) @subsection Iteration and collections Now that we have some sanity checking in place, it remains for us to keep a log of the checks we write. We will do so by adding a Dictionary object to our Checking class, logging checks into it, and providing some messages for querying our check-writing history. But this enhancement brings up a very interesting question---when we change the ``shape'' of an object (in this case, by adding our dictionary as a new instance variable to the Checking class), what happens to the existing class, and its objects? The answer is that the old objects are mutated to keep their new shape, and all methods are recompiled so that they work with the new shape. New objects will have exactly the same shape as old ones, but old objects might happen to be initialized incorrectly (since the newly added variables will be simply put to nil). As this can lead to very puzzling behavior, it is usually best to eradicate all of the old objects, and then implement your changes. If this were more than a toy object accounting system, this would probably entail saving the objects off, converting to the new class, and reading the objects back into the new format. For now, we'll just ignore what's currently there, and define our latest Checking class. @example Account subclass: #Checking instanceVariableNames: 'checknum checksleft history' classVariableNames: '' poolDictionaries: '' category: nil ! @end example This is the same syntax as the last time we defined a checking account, except that we have three instance variables: the @code{checknum} and @code{checksleft} which have always been there, and our new @code{history} variable; since we have removed no instance variables, the old method will be recompiled without errors. We must now feed in our definitions for each of the messages our object can handle, since we are basically defining a new class under an old name. With our new Checking instance variable, we are all set to start recording our checking history. Our first change will be in the handling of the @code{init} message: @example !Checking methodsFor: 'initialization'! init checksleft := 0. history := Dictionary new. ^ super init !! @end example This provides us with a Dictionary, and hooks it to our new @code{history} variable. Our next method records each check as it's written. The method is a little more involved, as we've added some more sanity checks to the writing of checks. @example !Checking methodsFor: 'spending'! writeCheck: amount | num | "Sanity check that we have checks left in our checkbook" (checksleft < 1) ifTrue: [ ^self error: 'Out of checks' ]. "Make sure we've never used this check number before" num := checknum. (history includesKey: num) ifTrue: [ ^self error: 'Duplicate check number' ]. "Record the check number and amount" history at: num put: amount. "Update our next checknumber, checks left, and balance" checknum := checknum + 1. checksleft := checksleft - 1. self spend: amount. ^ num !! @end example We have added three things to our latest version of @code{writeCheck:}. First, since our routine has become somewhat involved, we have added comments. In Smalltalk, single quotes are used for strings; double quotes enclose comments. We have added comments before each section of code. Second, we have added a sanity check on the check number we propose to use. Dictionary objects respond to the @code{includesKey:} message with a boolean, depending on whether something is currently stored under the given key in the dictionary. If the check number is already used, the @code{error:} message is sent to our object, aborting the operation. Finally, we add a new entry to the dictionary. We have already seen the @code{at:put:} message (often found written as @code{#at:put:}, with a sharp in front of it) at the start of this tutorial. Our use here simply associates a check number with an amount of money spent.@footnote{You might start to wonder what one would do if you wished to associate two pieces of information under one key. Say, the value and who the check was written to. There are several ways; the best would probably be to create a new, custom object which contained this information, and then store this object under the check number key in the dictionary. It would also be valid (though probably over-kill) to store a dictionary as the value---and then store as many pieces of information as you'd like under each slot!} With this, we now have a working Checking class, with reasonable sanity checks and per-check information. Let us finish the chapter by enhancing our ability to get access to all this information. We will start with some simple print-out functions. @example !Checking methodsFor: 'printing'! printOn: stream super printOn: stream. ', checks left: ' printOn: stream. checksleft printOn: stream. ', checks written: ' printOn: stream. (history size) printOn: stream. ! check: num | c | c := history at: num ifAbsent: [ ^self error: 'No such check #' ]. ^c !! @end example There should be very few surprises here. We format and print our information, while letting our parent classes handle their own share of the work. When looking up a check number, we once again take advantage of the fact that blocks of executable statements are an object; in this case, we are using the @code{at:ifAbsent:} message supported by the Dictionary class. As you can probably anticipate, if the requested key value is not found in the dictionary, the code block is executed. This allows us to customize our error handling, as the generic error would only tell the user ``key not found''. While we can look up a check if we know its number, we have not yet written a way to ``riffle through'' our collection of checks. The following function loops over the checks, printing them out one per line. Because there is currently only a single numeric value under each key, this might seem wasteful. But we have already considered storing multiple values under each check number, so it is best to leave some room for each item. And, of course, because we are simply sending a printing message to an object, we will not have to come back and re-write this code so long as the object in the dictionary honors our @code{printNl}/@code{printOn:} messages sages. @example !Checking methodsFor: 'printing'! printChecks history associationsDo: [ :assoc | (assoc key) print. ' - ' print. (assoc value) printNl. ] !! @end example We still see a code block object being passed to the dictionary, but @code{:assoc |} is something new. A code block can optionally receive arguments. In this case, the argument is the key/value pair, known in Smalltalk as an @i{Association}. This is the way that a dictionary object stores its key/value pairs internally. In fact, when you sent an at:put: message to a dictionary object, the first thing it does is pack them into a new object from the Association class. If you only wanted the value portion, you could call history with a @code{do:} message instead; if you only wanted the key portion, you could call history with a @code{keysDo:} message instead. Our code merely uses the @code{key} and @code{value} messages to ask the association for the two values. We then invoke our printing interface upon them. We don't want a newline until the end, so the @code{print} message is used instead. It is pretty much the same as @code{printNl}, since both implicitly use @code{Transcript}, except it doesn't add a newline. It is important that you be clear on the relationship between an Association and the argument to a code block. In this example, we passed a @code{associationsDo:} message to a dictionary. A dictionary invokes the passed code block with an Association when processing an associationsDo: message. But code blocks can receive any type of argument: the type is determined by the code which invokes the code block; Dictionary's @code{associationDo:} method, in this case. In the next chapter we'll see more on how code blocks are used; we'll also look at how you can invoke code blocks in your own code. @node Code blocks (II), Debugging, Code blocks (I), Tutorial @section Code blocks, part two In the last chapter, we looked at how code blocks could be used to build conditional expressions, and how you could iterate across all entries in a collection.@footnote{ The @code{do:} message is understood by most types of Smalltalk collections. It works for the Dictionary class, as well as sets, arrays, strings, intervals, linked lists, bags, and streams. The @code{associationsDo:} message works only with dictionaries. The difference is that @code{do:} passes only the value portion, while @code{associationsDo:} passes the entire key/value pair in an Association object.} We built our own code blocks, and handed them off for use by system objects. But there is nothing magic about invoking code blocks; your own code will often need to do so. This chapter will shows some examples of loop construction in Smalltalk, and then demonstrate how you invoke code blocks for yourself. @menu * Integer loops:: Well, Smalltalk too has them * Intervals:: And of course here's a peculiar way to use them * Invoking code blocks:: You can do it, too @end menu @node Integer loops, Intervals, Code blocks (II), Code blocks (II) @subsection Integer loops Integer loops are constructed by telling a number to drive the loop. Try this example to count from 1 to 20: @example 1 to: 20 do: [:x | x printNl ] ! @end example There's also a way to count up by more than one: @example 1 to: 20 by: 2 do: [:x | x printNl ] ! @end example Finally, counting down is done with a negative step: @example 20 to: 1 by: -1 do: [:x | x printNl ] ! @end example @node Intervals, Invoking code blocks, Integer loops, Code blocks (II) @subsection Intervals It is also possible to represent a range of numbers as a standalone object. This allows you to represent a range of numbers as a single object, which can be passed around the system. @example Smalltalk at: #i put: (Interval from: 5 to: 10) ! i printNl ! i do: [:x | x printNl] ! @end example As with the integer loops, the Interval class can also represent steps greater than 1. It is done much like it was for our numeric loop above: @example i := (Interval from: 5 to: 10 by: 2) i printNl ! i do: [:x| x printNl] ! @end example @node Invoking code blocks, , Intervals, Code blocks (II) @subsection Invoking code blocks Let us revisit the checking example and add a method for scanning only checks over a certain amount. This would allow our user to find ``big'' checks, by passing in a value below which we will not invoke their function. We will invoke their code block with the check number as an argument ment; they can use our existing check: message to get the amount. @example !Checking methodsFor: 'scanning'! checksOver: amount do: aBlock history associationsDo: [:assoc| ((assoc value) > amount) ifTrue: [aBlock value: (assoc key)] ] !! @end example The structure of this loop is much like our printChecks message sage from chapter 6. However, in this case we consider each entry, and only invoke the supplied block if the check's value is greater than the specified amount. The line: @example ifTrue: [aBlock value: (assoc key)] @end example @noindent invokes the user-supplied block, passing as an argument the association's key, which is the check number. The @code{value:} message, when received by a code block, causes the code block to execute. Code blocks take @code{value}, @code{value:}, @code{value:value:}, and @code{value:value:value:} messages, so you can pass from 0 to 3 arguments to a code block.@footnote{ There is also a @code{valueWithArguments:} message which accepts an array holding as many arguments as you would like.} You might find it puzzling that an association takes a @code{value} message, and so does a code block. Remember, each object can do its own thing with a message. A code block gets run when it receives a @code{value} message. An association merely returns the value part of its key/value pair. The fact that both take the same message is, in this case, coincidence. Let's quickly set up a new checking account with $250 (wouldn't this be nice in real life?) and write a couple checks. Then we'll see if our new method does the job correctly: @example Smalltalk at: #mycheck put: (Checking new) ! mycheck deposit: 250 ! mycheck newChecks: 100 count: 40 ! mycheck writeCheck: 10 ! mycheck writeCheck: 52 ! mycheck writeCheck: 15 ! mycheck checksOver: 1 do: [:x | x printNl] ! mycheck checksOver: 17 do: [:x | x printNl] ! mycheck checksOver: 200 do: [:x | x printNl] ! @end example We will finish this chapter with an alternative way of writing our @code{checksOver:} code. In this example, we will use the message @code{select:} to pick the checks which exceed our value, instead of doing the comparison ourselves. We can then invoke the new resulting collection against the user's code block. @example !Checking methodsFor: 'scanning'! checksOver: amount do: aBlock | chosen | chosen := history select: [:amt| amt > amount]. chosen associationsDo: aBlock !! @end example Unlike our previous definition of @code{checksOver:do:}, this one passes the user's code block the association, not just a check number. How could this code be rewritten to remedy this, while still using select:? Yet, this new behavior can be useful. You can use the same set of tests that we ran above. Notice that our code block: @example [:x| x printNl] @end example now prints out an Association. This has a very nice effect: with our old method, we were told which check numbers were above a given amount; with this new method, we get the check number and amount in the form of an Association. When we print an association, since the key is the check number and the value is the check amount, we get a list of checks over the amount in the format: @example CheckNum -> CheckVal @end example @node Debugging, More subclassing, Code blocks (II), Tutorial @section When Things Go Bad So far we've been working with examples which work the first time. If you didn't type them in correctly, you probably received a flood of unintelligible complaints. You probably ignored the complaints, and typed the example again. When developing your own Smalltalk code, however, these messages are the way you find out what went wrong. Because your objects, their methods, the error printout, and your interactive environment are all contained within the same Smalltalk session, you can use these error messages to debug your code using very powerful techniques. @menu * Simple errors:: Those that only happen in examples * Nested calls:: Those that actually happen in real life * Looking at objects:: Trying to figure it out @end menu @node Simple errors, Nested calls, Debugging, Debugging @subsection A Simple Error First, let's take a look at a typical error. Type: @example 7 plus: 1 ! @end example This will print out: @example 7 did not understand selector 'plus:' UndefinedObject>>#executeStatements @end example The first line is pretty simple; we sent a message to the @code{7} object which was not understood; not surprising since the @code{plus:} operation should have been @code{+}. Then there are a few lines of gobbledegook: just ignore them, they reflect the fact that the error passed throgh @gst{}'s exception handling system. The remaining line reflect the way the @gst{} invokes code which we type to our command prompt; it generates a block of code which is invoked via an internal method @code{executeStatements} defined in class Object and evaluated like @code{nil executeStatements} (nil is an instance of @i{UndefinedObject}). Thus, this output tells you that you directly typed a line which sent an invalid message to the @code{7} object. All the error output but the first line is actually a stack backtrace. The most recent call is the one nearer the top of the screen. In the next example, we will cause an error which happens deeper within an object. @node Nested calls, Looking at objects, Simple errors, Debugging @subsection Nested Calls Type the following lines: @example Smalltalk at: #x put: (Dictionary new) ! x at: 1 ! @end example The error you receive will look like: @example Dictionary new: 31 "<0x33788>" error: key not found @i{@r{@dots{}blah blah@dots{}}} Dictionary>>#error: [] in Dictionary>>#at: [] in Dictionary>>#at:ifAbsent: Dictionary(Set)>>#findIndex:ifAbsent: Dictionary>>#at:ifAbsent: Dictionary>>#at: UndefinedObject(Object)>>#executeStatements @end example The error itself is pretty clear; we asked for something within the Dictionary which wasn't there. The object which had the error is identified as @code{Dictionary new: 31}. A Dictionary's default size is 31; thus, this is the object we created with @code{Dictionary new}. The stack backtrace shows us the inner structure of how a Dictionary responds to the @code{#at:} message. Our hand-entered command causes the usual entry for @code{UndefinedObject(Object)}. Then we see a Dictionary object responding to an @code{#at:} message (the ``Dictionary>>#at:'' line). This code called the object with an @code{#at:ifAbsent:} message. All of a sudden, Dictionary calls that strange method @code{#findIndex:ifAbsent:}, which evaluates two blocks, and then the error happens. To understand this better, it is necessary to know that a very common way to handle errors in Smalltalk is to hand down a block of code which will be called when an error occurs. For the Dictionary code, the @code{at:} message passes in a block of code to the at:ifAbsent: code to be called when @code{at:ifAbsent:} can't find the given key, and @code{at:ifAbsent:} does the same with @code{findIndex:ifAbsent:}. Thus, without even looking at the code for Dictionary itself, we can guess something of the code for Dictionary's implementation: @example findIndex: key ifAbsent: errCodeBlock @i{@r{@dots{}look for key@dots{}}} (keyNotFound) ifTrue: [ ^(errCodeBlock value) ] @i{@r{@dots{}}} at: key ^self at: key ifAbsent: [^self error: 'key not found'] @end example Actually, @code{findIndex:ifAbsent:} lies in class @i{Set}, as that @code{Dictionary(Set)} in the backtrace says. It would be nice if each entry on the stack backtrace included source line numbers. Unfortunately, at this point @gst{} doesn't provide this feature. Of course, you have the source code available... @node Looking at objects, , Nested calls, Debugging @subsection Looking at Objects When you are chasing an error, it is often helpful to examine the instance variables of your objects. While strategic calls to @code{printNl} will no doubt help, you can look at an object without having to write all the code yourself. The @code{inspect} message works on any object, and dumps out the values of each instance variable within the object.@footnote{When using the Blox GUI, it actually pops up a so-called @i{Inspector window}.} Thus: @example Smalltalk at: #x put: (Interval from: 1 to: 5) ! x inspect ! @end example displays: @example An instance of Interval start: 1 stop: 5 step: 1 contents: [ [1]: 1 [2]: 2 [3]: 3 [4]: 4 [5]: 5 ] @end example We'll finish this chapter by emphasizing a technique which has already been covered: the use of the @code{error:} message in your own objects. As you saw in the case of Dictionary, an object can send itself an @code{error:} message with a descriptive string to abort execution and dump a stack backtrace. You should plan on using this technique in your own objects. It can be used both for explicit user-caused errors, as well as in internal sanity checks. @node More subclassing, Streams, Debugging, Tutorial @section Coexisting in the Class Hierarchy The early chapters of this tutorial discussed classes in one of two ways. The ``toy'' classes we developed were rooted at Object; the system-provided classes were treated as immutable entities. While one shouldn't modify the behavior of the standard classes lightly, ``plugging in'' your own classes in the right place among their system-provided brethren can provide you powerful new classes with very little effort. This chapter will create two complete classes which enhance the existing Smalltalk hierarchy. The discussion will start with the issue of where to connect our new classes, and then continue onto implementation. Like most programming efforts, the result will leave many possibilities for improvements. The framework, however, should begin to give you an intuition of how to develop your own Smalltalk classes. @menu * The existing hierarchy:: We've been talking about it for a while, so here it is at last * Playing with Arrays:: Again. * New kinds of Numbers:: Sounds interesting, doesn't it? * Inheritance and Polymorphism:: Sounds daunting, doesn't it? @end menu @node The existing hierarchy, Playing with Arrays, More subclassing, More subclassing @subsection The Existing Class Hierarchy To discuss where a new class might go, it is helpful to have a map of the current classes. The following is the basic class hierarchy of @gst{}. Indentation means that the line inherits from the earlier line with one less level of indentation.@footnote{This listing is courtesy of the printHierarchy method supplied by @gst{} author Steve Byrne. It's in the @file{kernel/Browser.st} file.}. @example Object ActiveHandlersList Behavior ClassDescription Class Metaclass BlockClosure Boolean False True Browser CFunctionDescriptor CObject CAggregate CArray CPtr CScalar CChar CDouble CFloat CInt CLong CShort CSmalltalk CString CUChar CByte CBoolean CUInt CULong CUShort CStruct Collection Bag MappedCollection SequenceableCollection ArrayedCollection Array ByteArray CompiledCode CompiledMethod CompiledBlock Interval CharacterArray String Symbol LinkedList Semaphore OrderedCollection RunArray SortedCollection Set Dictionary IdentityDictionary MethodDictionary RootNamespace Namespace SystemDictionary IdentitySet ContextPart BlockContext MethodContext CType CArrayCType CPtrCType CScalarCType Delay DLD DumperProxy ExceptionHandler File Directory FileSegment Link Process SymLink Magnitude Association Character Date Number Float Fraction Integer LargeInteger LargeNegativeInteger LargePositiveInteger LargeZeroInteger SmallInteger Time Memory ByteMemory WordMemory Message DirectedMessage MethodInfo NullProxy PackageLoader Point ProcessorScheduler Rectangle SharedQueue Signal Stream ObjectDumper PositionableStream ReadStream WriteStream ReadWriteStream ByteStream FileStream Random TextCollector TokenStream TrappableEvent Exception ExceptionCollection UndefinedObject ValueAdaptor NullValueHolder PluggableAdaptor DelayedAdaptor ValueHolder @end example While initially a daunting list, you should take the time to hunt down the classes we've examined in this tutorial so far. Notice, for instance, how an Array is a subclass below the @i{SequenceableCollection} class. This makes sense; you can walk an Array from one end to the other. By contrast, notice how a Set is at the same level as @i{SequenceableCollection}. It doesn't make sense to walk a Set from one end to the other. A little puzzling is the relationship of a Dictionary to a Set; why is a Dictionary a subclass of a Set?@footnote{You have had an anticipation of this in the section on debugging, where you found that @code{findIndex:ifAbsent:} is actually defined in @i{Set}.} The answer lies in the basic structure of both a Set and a Dictionary. Both hold an unordered collection of objects. For a set, they're any objects; for a Dictionary, they are Associations. Thus, Dictionary inherits some of the more basic mechanisms for creating itself, and then adds an extra layer of interpretation.@footnote{Actually, a Dictionary inherits much more: it inherits the representation of itself as a hash table, and most of the code needed to implement hash tables!} Look at the treatment of numbers---starting with the class @i{Magnitude}. While numbers can indeed be ordered by @emph{less than}, @emph{greater than}, and so forth, so can a number of other objects. Each subclass of Magnitude is such an object. So we can compare characters with other characters, dates with other dates, and times with other times, as well as numbers with numbers. Finally, you will have probably noted some pretty strange classes, representing language entities that you might have never thought of as objects themselves: @i{Namespace}, @i{Class} and even @i{CompiledMethod}. They are the base of Smalltalk's ``reflection'' mechanism which will be discussed later, in @ref{Why is #new there?!?, , The truth on metaclasses}. @node Playing with Arrays, New kinds of Numbers, The existing hierarchy, More subclassing @subsection Playing with Arrays Imagine that you need an array, but alas you need that if an index is out of bounds, it returns nil. You could modify the Smalltalk implementation, but that might break some code in the image, so it is not practical. Why not add a subclass? @example Array variableSubclass: #NiledArray instanceVariableNames: '' classVariableNames: '' poolDictionaries: '' category: nil ! !NiledArray methodsFor: 'bounds checking'! boundsCheck: index ^(index < 1) | (index > (self basicSize)) !! !NiledArray methodsFor: 'basic'! at: index ^(self boundsCheck: index) ifTrue: [ nil ] ifFalse: [ super at: index ] ! at: index put: val ^(self boundsCheck: index) ifTrue: [ val ] ifFalse: [ super at: index put: val ] !! @end example Much of the machinery of adding a class should be familiar. Instead of our usual @code{subclass:} message, we use a @code{variableSubclass:} message. This reflects the underlying structure of an @code{Array} object; we'll delay discussing this until the chapter on the nuts and bolts of arrays. In any case, we inherit all of the actual knowledge of how to create arrays, reference them, and so forth. All that we do is intercept at: and at:put: messages, call our common function to validate the array index, and do something special if the index is not valid. The way that we coded the bounds check bears a little examination. Making a first cut at coding the bounds check, you might have coded the bounds check in NiledArray's methods twice (once for @code{at:}, and again for @code{at:put:}. As always, it's preferable to code things once, and then re-use them. So we instead add a method for bounds checking @code{boundsCheck:}, and use it for both cases. If we ever wanted to enhance the bounds checking (perhaps emit an error if the index is < 1 and answer nil only for indices greater than the array size?), we only have to change it in one place. The actual math for calculating whether the bounds have been violated is a little interesting. The first part of the expression returned by the method: @example (index < 1) | (index > (self basicSize)) @end example @noindent is true if the index is less than 1, otherwise it's false. This part of the expression thus becomes the boolean object true or false. The boolean object then receives the message @code{|}, and the argument @code{(index > (self basicSize))}. @code{|} means ``or''---we want to OR together the two possible out-of-range checks. What is the second part of the expression? @footnote{Smalltalk also offers an @code{or:} message, which is different in a subtle way from @code{|}. or: takes a code block, and only invokes the code block if it's necessary to determine the value of the expression. This is analogous to the guaranteed C semantic that @code{||} evaluates left-to-right only as far as needed. We could have written the expressions as @code{((index < 1) or: [index > (self basicSize)])}. Since we expect both sides of or: to be false most of the time, there isn't much reason to delay evaluation of either side in this case.} @code{index} is our argument, an integer; it receives the message @code{>}, and thus will compare itself to the value @code{self basicSize} returns. While we haven't covered the underlying structures Smalltalk uses to build arrays, we can briefly say that the @code{#basicSize} message returns the number of elements the Array object can contain. So the index is checked to see if it's less than 1 (the lowest legal Array index) or greater than the highest allocated slot in the Array. If it is either (the @code{|} operator!), the expression is true, otherwise false. From there it's downhill; our boolean object, returned by @code{boundsCheck:}, receives the @code{ifTrue:ifFalse:} message, and a code block which will do the appropriate thing. Why do we have @code{at:put:} return val? Well, because that's what it's supposed to do: look at every implementor of @code{at:put} or @code{at:} and you'll find that it returns its second parameter. In general, the result is discarded; but one could write a program which uses it, so we'll write it this way anyway. @node New kinds of Numbers, Inheritance and Polymorphism, Playing with Arrays, More subclassing @subsection Adding a New Kind of Number If we were programming an application which did a large amount of complex math, we could probably manage it with a number of two-element arrays. But we'd forever be writing in-line code for the math and comparisons; it would be much easier to just implement an object class to support the complex numeric type. Where in the class hierarchy would it be placed? You've probably already guessed---but let's step down the hierarchy anyway. Everything inherits from Object, so that's a safe starting point. Complex numbers can not be compared with @code{<} and @code{>}, and yet we strongly suspect that, since they are numbers, we should place them under the Number class. But Number inherits from Magnitude---how do we resolve this conflict? A subclass can place itself under a superclass which allows some operations the subclass doesn't wish to allow. All that you must do is make sure you intercept these messages and return an error. So we will place our new Complex class under Number, and make sure to disallow comparisons. One can reasonably ask whether the real and imaginary parts of our complex number will be integer or floating point. In the grand Smalltalk tradition, we'll just leave them as objects, and hope that they respond to numeric messages reasonably. If they don't, the user will doubtless receive errors and be able to track back their mistake with little fuss. We'll define the four basic math operators, as well as the (illegal) relationals. We'll add @code{printOn:} so that the printing methods work, and that should give us our Complex class. The class as presented suffers some limitations, which we'll cover later in the chapter. @example Number subclass: #Complex instanceVariableNames: 'realpart imagpart' classVariableNames: '' poolDictionaries: '' category: nil ! !Complex class methodsFor: 'creating'! new ^self error: 'use real:imaginary:' ! new: ignore ^self new ! real: r imaginary: i ^(super new) setReal: r setImag: i !! !Complex methodsFor: 'creating--private'! setReal: r setImag: i realpart := r. imagpart := i. ^self !! !Complex methodsFor: 'basic'! real ^realpart ! imaginary ^imagpart !! !Complex methodsFor: 'math'! + val ^Complex real: (realpart + (val real)) imaginary: (imagpart + (val imaginary)) ! - val ^Complex real: (realpart - (val real)) imaginary: (imagpart - (val imaginary)) ! * val ^Complex real: ((realpart * (val real)) - (imagpart * (val imaginary))) imaginary: ((realpart * (val imaginary)) + (imagpart * (val real))) ! / val | d r i | d := ((val real) * (val real)) + ((val imaginary) * (val imaginary)). r := ((realpart * (val real)) + (imagpart * (val imaginary))) / d. i := ((imagpart * (val real)) - (realpart * (val imaginary))) / d. ^Complex real: r imaginary: i !! !Complex methodsFor: 'comparison'! = val ^((realpart = (val real)) & (imagpart = (val imaginary))) ! > val ^self shouldNotImplement ! >= val ^self shouldNotImplement ! < val ^self shouldNotImplement ! <= val ^self shouldNotImplement !! !Complex methodsFor: 'printing'! printOn: aStream aStream nextPut: $(. realpart printOn: aStream. aStream nextPut: $,. imagpart printOn: aStream. aStream nextPut: $) !! @end example There should be surprisingly little which is actually new in this example. The printing method uses both printOn: as well as nextPut: to do its printing. While we haven't covered it, it's pretty clear that @code{$(} generates the ASCII character @code{(} as an object, and nextPut: puts its argument as the next thing on the stream. The math operations all generate a new object, calculating the real and imaginary parts, and invoking the Complex class to create the new object. Our creation code is a little more compact than earlier examples; instead of using a local variable to name the newly-created object, we just use the return value and send a message directly to the new object. Our initialization code explicitly returns self; what would happen if we left this off? @node Inheritance and Polymorphism, , New kinds of Numbers, More subclassing @subsection Inheritance and Polymorphism This is a good time to look at what we've done with the two previous examples at a higher level. With the NiledArray class, we inherited almost all of the functionality ality of arrays, with only a little bit of code added to address our specific needs. While you may have not thought to try it, all the existing methods for an Array continue to work without further effort-you might find it interesting to ponder why the following still works: @example Smalltalk at: #a put: (NiledArray new: 10) ! a at: 5 put: 1234 ! a do: [:i| i printNl ] ! @end example The strength of inheritance is that you focus on the incremental changes you make; the things you don't change will generally continue to work. In the Complex class, the value of polymorphism was exercised. A Complex number responds to exactly the same set of messages as any other number. If you had handed this code to someone, they would know how to do math with Complex numbers without further instruction. Compare this with C, where a complex number package would require the user to first find out if the complex-add function was complex_plus(), or perhaps complex_add(), or add_complex(), or@dots{} However, one glaring deficiency is present in the Complex class: what happens if you mix normal numbers with Complex numbers? Currently, the Complex class assumes that it will only interact with other Complex numbers. But this is unrealistic: mathematically, a ``normal'' number is simply one with an imaginary part of 0. Smalltalk was designed to allow numbers to coerce themselves into a form which will work with other numbers. The system is clever and requires very little additional code. Unfortunately, it would have tripled the amount of explanation required. If you're interested in how coercion works in @gst{}, you should find the Smalltalk library source, and trace back the execution of the @code{retry:coercing:} messages. You want to consider the value which the @code{generality} message returns for each type of number. Finally, you need to examine the @code{coerce:} handling in each numeric class. @node Streams, Behind the scenes, More subclassing, Tutorial @section Smalltalk Streams Our examples have used a mechanism extensively, even though we haven't discussed it yet. The Stream class provides a framework for a number of data structures, including input and output functionality, queues, and endless sources of dynamically-generated data. A Smalltalk stream is quite similar to the UNIX streams you've used from C. A stream provides a sequential view to an underlying resource; as you read or write elements, the stream position advances until you finally reach the end of the underlying medium. Most streams also allow you to set the current position, providing random access to the medium. @menu * The output stream:: Which, even though you maybe didn't know it, we've used all the time * Your own stream:: Which, instead, is something new * Files:: Which are streams too * Dynamic Strings:: A useful application of Streams @end menu @node The output stream, Your own stream, Streams, Streams @subsection The Output Stream The examples in this book all work because they write their output to the @code{Transcript} stream. Each class implements the @code{printOn:} method, and writes its output to the supplied stream. The @code{printNl} method all objects use is simply to send the current object a @code{printOn:} message whose argument is @code{Transcript} (by default attached to the standard output stream found in the @code{stdout} global). You can invoke the standard output stream directly: @example 'Hello, world' printOn: stdout ! stdout inspect ! @end example @noindent or you can do the same for the Transcript, which is yet another stream: @example 'Hello, world' printOn: stdout ! Transcript inspect ! @end example @noindent the last @code{inspect} statement will show you how the @code{Transcript} is linked to @code{stdout}@footnote{Try executing it under Blox, where the Transcript is linked to the omonymous window!}. @node Your own stream, Files, The output stream, Streams @subsection Your Own Stream Unlike a pipe you might create in C, the underlying storage of a Stream is under your control. Thus, a Stream can provide an anonymous buffer of data, but it can also provide a stream-like interpretation to an existing array of data. Consider this example: @example Smalltalk at: #a put: (Array new: 10) ! a at: 4 put: 1234 ! a at: 9 put: 5678 ! Smalltalk at: #s put: (ReadWriteStream on: a) ! s inspect ! s position: 1 ! s inspect ! s nextPut: 11; nextPut: 22 ! (a at: 1) printNl ! a do: [:x| x printNl] ! s position: 2 ! s do: [:x| x printNl] ! s position: 5 ! s do: [:x| x printNl] ! s inspect ! @end example The key is the @code{on:} message; it tells a stream class to create itself in terms of the existing storage. Because of polymorphism, the object specified by on: does not have to be an Array; any object which responds to numeric at: messages can be used. If you happen to have the NiledArray class still loaded from the previous chapter, you might try streaming over that kind of array instead. You're wondering if you're stuck with having to know how much data will be queued in a Stream at the time you create the stream. If you use the right class of stream, the answer is no. A ReadStream provides read-only access to an existing collection. You will receive an error if you try to write to it. If you try to read off the end of the stream, you will also get an error. By contrast, WriteStream and ReadWriteStream (used in our example) will tell the underlying collection to grow when you write off the end of the existing collection. Thus, if you want to write several strings, and don't want to add up their lengths yourself: @example Smalltalk at: #s put: (ReadWriteStream on: (String new)) ! s inspect ! s nextPutAll: 'Hello, '! s inspect ! s nextPutAll: 'world'! s inspect ! s position: 1 ! s inspect ! s do: [:c | stdout nextPut: c ] ! (s contents) printNl ! @end example In this case, we have used a String as the collection for the Stream. The @code{printOn:} messages add bytes to the initially empty string. Once we've added the data, you can continue to treat the data as a stream. Alternatively, you can ask the stream to return to you the underlying object. After that, you can use the object (a String, in this example) using its own access methods. There are many amenities available on a stream object. You can ask if there's more to read with @code{atEnd}. You can query the position with @code{position}, and set it with @code{position:}. You can see what will be read next with @code{peek}, and you can read the next element with @code{next}. In the writing direction, you can write an element with @code{nextPut:}. You don't need to worry about objects doing a @code{printOn:} with your stream as a destination; this operation ends up as a sequence of @code{nextPut:} operations to your stream. If you have a collection of things to write, you can use @code{nextPutAll:} with the collection as an argument; each member of the collection will be written onto the stream. If you want to write an object to the stream several times, you can use @code{next:put:}, like this: @example Smalltalk at: #s put: (ReadWriteStream on: (Array new: 0)) ! s next: 4 put: 'Hi!' ! s position: 1 ! s do: [:x | x printNl] ! @end example @node Files, Dynamic Strings, Your own stream, Streams @subsection Files Streams can also operate on files. If you wanted to dump the file @file{/etc/passwd} to your terminal, you could create a stream on the file, and then stream over its contents: @example Smalltalk at: #f put: (FileStream open: '/etc/passwd' mode: FileStream read) ! f do: [ :c | Transcript nextPut: c ] ! f position: 30 ! 25 timesRepeat: [ Transcript nextPut: (f next) ] ! f close ! @end example and, of course, you can load Smalltalk source code into your image: @example FileStream fileIn: '/users/myself/src/source.st' ! @end example @node Dynamic Strings, , Files, Streams @subsection Dynamic Strings Streams provide a powerful abstraction for a number of data structures. Concepts like current position, writing the next position, and changing the way you view a data structure when convenient combine to let you write compact, powerful code. The last example is taken from the actual Smalltalk source code---it shows a general method for making an object print itself onto a string. @example printString | stream | stream := WriteStream on: (String new). self printOn: stream. ^stream contents ! @end example This method, residing in Object, is inherited by every class in Smalltalk. The first line creates a WriteStream which stores on a String whose length is currently 0 (@code{String new} simply creates an empty string. It then invokes the current object with @code{printOn:}. As the object prints itself to ``stream'', the String grows to accommodate new characters. When the object is done printing, the method simply returns the underlying string. As we've written code, the assumption has been that printOn: would go to the terminal. But replacing a stream to a file like @file{/dev/tty} with a stream to a data structure (@code{String new}) works just as well. The last line tells the Stream to return its underlying collection, which will be the string which has had all the printing added to it. The result is that the @code{printString} message returns an object of the String class whose contents are the printed representation of the very object receiving the message. @node Behind the scenes, And now, Streams, Tutorial @section Some nice stuff from the Smalltalk innards Just like with everything else, you'd probably end up asking yourself: how's it done? So here's this chapter, just to wheten your appetite... @menu * Inside Arrays:: Delving into something old * Two flavors of equality:: Delving into something new * Why is #new there?!?:: Or, the truth on metaclasses * Performance:: Hmm... they told me Smalltalk is slow... @end menu @node Inside Arrays, Two flavors of equality, Behind the scenes, Behind the scenes @subsection How Arrays Work Smalltalk provides a very adequate selection of predefined classes from which to choose. Eventually, however, you will find the need to code a new basic data structure. Because Smalltalk's most fundamental storage allocation facilities are arrays, it is important that you understand how to use them to gain efficient access to this kind of storage. @b{The Array Class.} Our examples have already shown the Array class, and its use is fairly obvious. For many applications, it will fill all your needs---when you need an array in a new class, you keep an instance variable, allocate a new Array and assign it to the variable, and then send array accesses via the instance variable. This technique even works for string-like objects, although it is wasteful of storage. An Array object uses a Smalltalk pointer for each slot in the array; its exact size is transparent to the programmer, but you can generally guess that it'll be roughly the word size of your machine. @footnote{For @gst{}, the size of a C @code{long}, which is usually 32 bits.} For storing an array of characters, therefore, an Array works but is inefficient. @b{Arrays at a Lower Level.} So let's step down to a lower level of data structure. A ByteArray is much like an Array, but each slot holds only an integer from 0 to 255-and each slot uses only a byte of storage. If you only needed to store small quantities in each array slot, this would therefore be a much more efficient choice than an Array. As you might guess, this is the type of array which a String uses. Aha! But when you go back to chapter 9 and look at the Smalltalk hierarchy, you notice that String does not inherit from ByteArray. To see why, we must delve down yet another level, and arrive at the basic methods for creating a class. For most example classes, we've used the message: @example subclass: instanceVariableNames: classVariableNames: poolDictionaries: category: @end example But when we implemented our CheckedArray example, we used @code{variableSubclass:} instead of just @code{subclass:}. The choice of these two kinds of class creation (and two more we'll show shortly) defines the fundamental structure of Smalltalk objects created within a given class. Let's consider the differences in the next sub-sections. @b{subclass:}. This kind of class creation specifies the simplest Smalltalk object. The object consists only of the storage needed to hold the instance variables. In C, this would be a simple structure with zero or more scalar fields.@footnote{C requires one or more; zero is allowed in Smalltalk}. @b{variableSubclass:}. All the other types of class are a superset of a @code{subclass:}. Storage is still allocated for any instance variables, but the objects of the class must be created with a @code{new:} message. The number passed as an argument to @code{new:} causes the new object, in addition to the space for instance variables, to also have that many slots of unnamed (indexed) storage allocated. The analog in C would be to have a dynamically allocated structure with some scalar fields, followed at its end by a array of pointers. @b{variableByteSubclass:}. This is a special case of @code{variableSubclass:}; the storage age allocated as specified by new: is an array of bytes. The analog in C would be a dynamically allocated structure with scalar fields@footnote{This is not always true for other Smalltalk implementations, who don't allow instance variables in variableByteSubclasses and variableWordSubclasses.}, followed by a array of @code{char}. @b{variableWordSubclass:}. Once again, this is a special case of @code{variableSubclass:}; the storage age allocated as specified by new: is an array of C signed longs, which are represented in Smalltalk by Integer objects. The analog in C would be a dynamically allocated structure with scalar fields, followed by an array of @code{long}. This kind of subclass is only used in a few places in Smalltalk. @b{Accessing These New Arrays.} You already know how to access instance variables---by name. But there doesn't seem to be a name for this new storage. The way an object accesses it is to send itself array-type messages like @code{at:}, @code{at:put:}, and so forth. The problem is when an object wants to add a new level of interpretation to the at: and at:put: messages. Consider a Dictionary---it is a @code{variableSubclass:} type of object, but its @code{at:} message is in terms of a key, not an integer index of its storage. Since it has redefined the @code{at:} message, how does it access its fundamental storage? The answer is that Smalltalk has defined @code{basicAt:} and @code{basicAt:put:}, which will access the basic storage even when the @code{at:} and @code{at:put:} messages have been defined to provide a different abstraction. @b{An Example.} This can get pretty confusing in the abstract, so let's do an example to show how it's pretty simple in practice. Smalltalk arrays tend to start at 1; let's define an array type whose permissible range is arbitrary. @example ArrayedCollection variableSubclass: 'RangedArray' instanceVariableNames: 'base' classVariableNames: '' poolDictionaries: '' category: nil ! RangedArray comment: 'I am an Array whose base is arbitrary' ! !RangedArray class methodsFor: 'creation'! new ^self error: 'Use new:base:' ! new: size ^self new: size base: 1 ! new: size base: b ^(super new: size) init: b !! !RangedArray methodsFor: 'init'! init: b base := (b - 1). "- 1 because basicAt: works with a 1 base" ^self !! !RangedArray methodsFor: 'basic'! rangeCheck: i ((i <= base) | (i > (base + (self basicSize)))) ifTrue: [ 'Bad index value: ' printOn: stderr. i printOn: stderr. (Character nl) printOn: stderr. ^self error: 'illegal index' ] ! at: i self rangeCheck: i. ^self basicAt: (i-base) ! at: i put: v self rangeCheck: i. ^self basicAt: (i-base) put: v !! @end example The code has two parts; an initialization, which simply records what index you wish the array to start with, and the at: messages, which adjust the requested index so that the underlying storage receives its 1-based index instead. We've included a range check; its utility will demonstrate itself in a moment: @example Smalltalk at: #a put: (RangedArray new: 10 base: 5) ! a at: 5 put: 0 ! a at: 4 put: 1 ! @end example Since 4 is below our base of 5, a range check error occurs. But this check can catch more than just our own misbehavior! @example a do: [:x| x printNl] ! @end example Our do: message handling is broken! The stack backtrace pretty much tells the story: @example RangedArray>>#rangeCheck: RangedArray>>#at: RangedArray>>#do: @end example Our code received a do: message. We didn't define one, so we inherited the existing do: handling. We see that an Integer loop was constructed, that a code block was invoked, and that our own at: code was invoked. When we range checked, we trapped an illegal index. Just by coincidence, this version of our range checking code also dumps the index. We see that do: has assumed that all arrays start at 1. @example The immediate fix is obvious; we implement our own do: !RangedArray methodsFor: 'basic'! do: aBlock 1 to: (self basicSize) do: [:x| aBlock value: (self basicAt: x) ] !! @end example But the issues start to run deep. If our parent class believed that it knew enough to assume a starting index of 1@footnote{Actually, in @gst{} @code{do:} is not the only message assuming that.}, why didn't it also assume that it could call basicAt:? The answer is that of the two choices, the designer of the parent class chose the one which was less likely to cause trouble; in fact all standard Smalltalk collections do have indices starting at 1, yet not all of them are implemented so that calling basicAt: would work.@footnote{Some of these classes actually redefine @code{do:} for performance reasons, but they would work even if the parent class' implementation of @code{do:} was kept.} Object-oriented methodology says that one object should be entirely opaque to another. But what sort of privacy should there be between a higher class and its subclasses? How many assumption can a subclass make about its superclass, and how many can the superclass make before it begins infringing on the sovereignty of its subclasses? Alas, there are rarely easy answers. @b{Basic Allocation.} In this chapter, we've seen the fundamental mechanisms used to allocate and index storage. When the storage need not be accessed with peak efficiency, you can use the existing array classes. When every access counts, having the storage be an integral part of your own object allows for the quickest access. When you move into this area of object development, inheritance and polymorphism become trickier; each level must coordinate its use of the underlying array with other levels. @node Two flavors of equality, Why is #new there?!?, Inside Arrays, Behind the scenes @subsection Two flavors of equality As first seen in chapter two, Smalltalk keys its dictionary with things like @i{#word}, whereas we generally use @i{'word'}. The former, as it turns out, is from class Symbol. The latter is from class String. What's the real difference between a Symbol and a String? To answer the question, we'll use an analogy from C. In C, if you have a function for comparing strings, you might try to write it: @example streq(char *p, char *q) @{ return (p == q); @} @end example But clearly this is wrong! The reason is that you can have two copies of a string, each with the same contents but each at its own address. A correct string compare must walk its way through the strings and compare each element. In Smalltalk, exactly the same issue exists, although the details of manipulating storage addresses are hidden. If we have two Smalltalk strings, both with the same contents, we don't necessarily know if they're at the same storage address. In Smalltalk terms, we don't know if they're the same object. The Smalltalk dictionary is searched frequently. To speed the search, it would be nice to not have to compare the characters of each element, but only compare the address itself. To do this, you need to have a guarantee that all strings with the same contents are the same object. The String class, created like: @example y := 'Hello' ! @end example does not satisfy this. Each time you execute this line, you may well get a new object. But a very similar class, Symbol, will always return the same object: @example y := #Hello ! @end example In general, you can use strings for almost all your tasks. If you ever get into a performance-critical function which looks up strings, you can switch to Symbol. It takes longer to create a Symbol, and the memory for a Symbol is never freed (since the class has to keep tabs on it indefinitely to guarantee it continues to return the same object). You can use it, but use it with care. This tutorial has generally used the strcmp()-ish kind of checks for equality. If you ever need to ask the question ``is this the same object?'', you use the @code{==} operator instead of @code{=}: @example Smalltalk at: #x put: 0 ! Smalltalk at: #y put: 0 ! x := 'Hello' ! y := 'Hello' ! (x = y) printNl ! (x == y) printNl ! y := 'Hel', 'lo' ! (x = y) printNl ! (x == y) printNl ! x := #Hello ! y := #Hello ! (x = y) printNl ! (x == y) printNl ! @end example Using C terms, @code{=} compares contents like @code{strcmp()}. @code{==} compares storage addresses, like a pointer comparison. @node Why is #new there?!?, Performance, Two flavors of equality, Behind the scenes @subsection The truth about metaclasses Everybody, sooner or later, looks for the implementation of the @code{#new} method in Object class. To their surprise, they don't find it; if they're really smart, they search for implementors of #new in the image and they find out it is implemented by @code{Behavior}... which turns out to be a subclass of Object! The truth starts showing to their eyes about that sentence that everybody says but few people understand: ``classes are objects''. Huh? Classes are objects?!? Let me explain. @ifinfo Open up an image; type `gst -r' so that you have no run-time statistics on the screen; then type the text following the @code{st>} prompt. @end ifinfo @ifhtml Open up an image; type `gst -r' so that you have no run-time statistics on the screen; type the text following the @code{st>} prompt. @end ifhtml @iftex Open up an image; type `gst -r' so that you have no run-time statistics on the screen; type the text printed in @t{mono-spaced} font. @end iftex @display st> @t{^Set superclass!} returned value is Collection st> @t{^Collection superclass!} returned value is Object st> @t{^Object superclass!} returned value is nil @end display Nothing new for now. Let's try something else: @display st> @t{^#(1 2 3) class!} returned value is Array st> @t{^'123' class!} returned value is String st> @t{^Set class!} returned value is Set class st> @t{^Set class class!} returned value is Metaclass @end display You get it, that strange @code{Set class} thing is something called ``a meta-class''... let's go on: @display st> @t{^Set class superclass!} returned value is Collection class st> @t{^Collection class superclass!} returned value is Object class @end display You see, there is a sort of `parallel' hierarchy between classes and metaclasses. When you create a class, Smalltalk creates a metaclass; and just like a class describes how methods for its instances work, a metaclass describes how class methods for that same class work. @code{Set} is an instance of the metaclass, so when you invoke the @code{#new} class method, you can also say you are invoking an instance method implemented by @code{Set class}. Simply put, class methods are a lie: they're simply instance methods that are understood by instances of metaclasses. Now you would expect that @code{Object class superclass} answers @code{nil class}, that is @code{UndefinedObject}. Yet you saw that @code{#new} is not implemented there... let's try it: @display st> @t{^Object class superclass!} returned value is Class @end display Uh?!? Try to read it aloud: the @code{Object class} class inherits from the @code{Class} class. @code{Class} is the abstract superclass of all metaclasses, and provides the logic that allows you to create classes in the image. But it is not the termination point: @display st> @t{^Class superclass!} returned value is ClassDescription st> @t{^ClassDescription superclass!} returned value is Behavior st> @t{^Behavior superclass!} returned value is Object @end display Class is a subclass of other classes. @code{ClassDescription} is abstract; @code{Behavior} is concrete but has lacks the methods and state that allow classes to have named instance variables, class comments and more. Its instances are called @emph{light-weight} classes because they don't have separate metaclasses, instead they all share @code{Behavior} itself as their metaclass. Evaluating @code{Behavior superclass} we have worked our way up to class Object again: Object is the superclass of all instances as well as all metaclasses. This complicated system is extremely powerful, and allows you to do very interesting things that you probably did without thinking about it---for example, using methods such as @code{#error:} or @code{#shouldNotImplement} in class methods. Now, one final question and one final step: what are metaclasses instances of? The question makes sense: if everything has a class, should not metaclasses have one? Evaluate the following: @display st> @t{| meta |} st> @t{meta := Set class} st> 0 to: 4 do: [ :i | st> i timesRepeat: [ Transcript space ]. st> meta printNl. st> meta := meta class. st> ]! Set class Metaclass Metaclass class Metaclass Metaclass class returned value is nil @end display If you send @code{#class} repeatedly, it seems that you end up in a loop made of class @code{Metaclass}@footnote{Which turns out to be another subclass of @code{ClassDescription}.} and its own metaclass, @code{Metaclass class}. It looks like class Metaclass is @i{an instance of an instance of itself}. To understand the role of @code{Metaclass}, it can be useful to know that the class creation is implemented there. Think about it. @itemize @bullet @item @code{Random class} implements creation and initialization of its instances' random number seed; analogously, @code{Metaclass class} implements creation and initialization of its instances, which are metaclasses. @item And @code{Metaclass} implements creation and initialization of its instances, which are classes (subclasses of @code{Class}). @end itemize The circle is closed. In the end, this mechanism implements a clean, elegant and (with some contemplation) understandable facility for self-definition of classes. In other words, it is what allows classes to talk about themselves, posing the foundation for the creation of browsers. @node Performance, , Why is #new there?!?, Behind the scenes @subsection The truth of Smalltalk performance Everybody says Smalltalk is slow, yet this is not completely true for at least three reasons. First, most of the time in graphical applications is spent waiting for the user to ``do something'', and most of the time in scripting applications (which @gst{} is particularly well versed in) is spent in disk I/O; implementing a travelling salesman problem in Smalltalk would indeed be slow, but for most real applications you can indeed exchange performance for Smalltalk's power and development speed. Second, Smalltalk's automatic memory management is faster than C's manual one. Most C programs are sped up if you relink them with one of the garbage collecting systems available for C or C++. Third, even though very few Smalltalk virtual machines are as optimized as, say, the Self environment (which reaches half the speed of optimized C!), they do perform some optimizations on Smalltalk code which make them run many times faster than a naive bytecode interpreter. Peter Deutsch, who among other things invented the idea of a just-in-time compiler like those you are used to seeing for Java, once observed that implementing a language like Smalltalk efficiently requires the implementor to cheat... but that's okay as long as you don't get caught. That is, as long as you don't break the language semantics. Let's look at some of these optimizations. For certain frequently used 'special selectors', the compiler emits a send-special-selector bytecode instead of a send-message bytecode. Special selectors have one of three behaviors: @itemize @bullet @item A few selectors are assigned to special bytecode solely in order to save space. This is the case for @code{#do:} for example. @item Three selectors (@code{#at:}, @code{#at:put:}, @code{#size}) are assigned to special bytecodes because they are subject to a special caching optimization. These selectors often result in calling a virtual machine primitive, so GNU Smalltalk remembers which primitve was last called as the result of sending them. If we send @code{#at:} 100 times for the same class, the last 99 sends are directly mapped to the primitive, skipping the method lookup phase. @item For some pairs of receiver classes and special selectors, the interpreter never looks up the method in the class; instead it swiftly executes the same code which is tied to a particular primitive. Of course a special selector whose receiver or argument is not of the right class to make a no-lookup pair is looked up normally. @end itemize No-lookup methods do contain a primitive number specification, @code{}, but it is used only when the method is reached through a @code{#perform:@dots{}} message send. Since the method is not normally looked up, deleting the primitive number specification cannot in general prevent this primitive from running. No-lookup pairs are listed below: @example Integer/Integer or Float/Float for + - * = ~= > < >= <= Integer/Integer for // \\ bitOr: bitShift: bitAnd: Any class with any of == isNil notNil class BlockClosure with value value: blockCopy:@footnote{You won't ever send this message in Smalltalk programs. The compiler uses it when compiling blocks.} @end example Other messages are open coded by the compiler. That is, there are no message sends for these messages---if the compiler sees blocks without temporaries and with the correct number of arguments at the right places, the compiler unwinds them using jump bytecodes, producing very efficient code. These are: @example to:by:do: if the second argument is an integer literal to:do: timesRepeat: and:, or: ifTrue:ifFalse:, ifFalse:ifTrue:, ifTrue:, ifFalse: whileTrue:, whileFalse: @end example Other minor optimizations are done. Some are done by a peephole optimizer which is ran on the compiled bytecodes. Or, for example, when GST pushes a boolean value on the stack, it automatically checks whether the following bytecode is a jump (which is a common pattern resulting from most of the open-coded messages above) and combines the execution of the two bytecodes. All these snippets can be optimized this way: @example 1 to: 5 do: [ :i | @dots{} ] a < b and: [ @dots{} ] myObject isNil ifTrue: [ @dots{} ] @end example That's all. If you want to know more, look at the virtual machine's source code in @file{lib/bytecode.inl} and at the compiler in @file{lib/comp.c}. @node And now, The syntax, Behind the scenes, Tutorial @section Some final words The question is always how far to go in one document. At this point, you know how to create classes. You know how to use inheritance, polymorphism, and the basic storage management mechanisms of Smalltalk. You've also seen a sampling of Smalltalk's powerful classes. The rest of this chapter simply points out areas for further study; perhaps a newer version of this document might cover these in further chapters. @table @b @item Viewing the Smalltalk Source Code Lots of experience can be gained by looking at the source code for system methods; all of them are visible: data structure classes, the innards of the magic that makes classes be themselves objects and have a class, a compiler written in Smalltalk itself, the classes that implement the Smalltalk GUI and those that wrap sockets and TCP/IP. @*@* @item Other Ways to Collect Objects We've seen Array, ByteArray, Dictionary, Set, and the various streams. You'll want to look at the Bag, OrderedCollection, and SortedCollection classes. For special purposes, you'll want to examine the CObject and CType hierarchies. @*@* @item Flow of Control @gst{} has support for non-preemptive multiple threads of execution. The state is embodied in a Process class object; you'll also want to look at the Semaphore and ProcessorScheduler class. @*@* @item Smalltalk Virtual Machine @gst{} is implemented as a virtual instruction set. By invoking @gst{} with the @code{-d} option, you can view the byte opcodes which are generated as files on the command line are loaded. Similarly, running @gst{} with @code{-e} will trace the execution of instructions in your methods. You can look at the @gst{} source to gain more information on the instruction set. With a few modifications, it is based on the set described in the canonical book from two of the original designers of Smalltalk: @i{Smalltalk-80: The Language and its Implementation}, by Adele Goldberg and David Robson. @*@* @item Where to get Help The Usenet @t{comp.lang.smalltalk} newsgroup is read by many people with a great deal of Smalltalk experience. There are several commercial Smalltalk implementations; you can buy support for these, though it isn't cheap. For the GNU Smalltalk system in particular, you can try the author at: @example @email{bonzini@@gnu.org} @end example No guarantees, but the author will do his best! @*@* @end table @node The syntax, , And now, Tutorial @section A Simple Overview of Smalltalk Syntax Smalltalk's power comes from its treatment of objects. In this document, we've mostly avoided the issue of syntax by using strictly parenthesized expressions as needed. When this leads to code which is hard to read due to the density of parentheses, a knowledge of Smalltalk's syntax can let you simplify expressions. In general, if it was hard for you to tell how an expression would parse, it will be hard for the next person, too. The following presentation presents the grammar a couple of related elements at a time. We use an EBNF style of grammar. The form: @example [ @dots{} ] @end example @noindent means that ``@dots{}'' can occur zero or one times. @example [ @dots{} ]* @end example @noindent means zero or more; @example [ @dots{} ]+ @end example @noindent means one or more. @example @dots{} | @dots{} [ | @dots{} ]* @end example @noindent means that one of the variants must be chosen. Characters in double quotes refer to the literal characters. Most elements may be separated by white space; where this is not legal, the elements are presented without white space between them. @table @b @item @t{methods: ``!'' id [``class''] ``methodsFor:'' string ``!'' [method ``!''] ``!''} Methods are introduced by first naming a class (the id element), specifying ``class'' if you're adding class methods instead of instance methods, and sending a string argument to the methodsFor: message. Each method is terminated with an ``!''; two bangs in a row (with a space in the middle) signify the end of the new methods. @item @t{method: message [prim] [temps] exprs} @itemx @t{message: id | binsel id | [keysel id]+} @itemx @t{prim: ``<'' ``primitive:'' number ``>''} @itemx @t{temps: ``|'' [id]* ``|''} A method definition starts out with a kind of template. The message to be handled is specified with the message names spelled out and identifiers in the place of arguments. A special kind of definition is the primitive; it has not been covered in this tutorial; it provides an interface to the underlying Smalltalk virtual machine. temps is the declaration of local variables. Finally, exprs (covered soon) is the actual code for implementing the method. @item @t{unit: id | literal | block | ``('' expr ``)''} @itemx @t{unaryexpr: unit [ id ]+} @itemx @t{primary: unit | unaryexpr} These are the ``building blocks'' of Smalltalk expressions. A unit represents a single Smalltalk value, with the highest syntactic precedence. A unaryexpr is simply a unit which receives a number of unary messages. A unaryexpr has the next highest precedence. A primary is simply a convenient left-hand-side name for one of the above. @item @t{exprs: [expr ``.'']* [[``^''] expr]} @itemx @t{expr: [id ``:='']* expr2} @* @itemx @t{expr2: primary | msgexpr [ ``;'' cascade ]*} A sequence of expressions is separated by dots and can end with a returned value (@code{^}). There can be leading assignments; unlike C, assignments apply only to simple variable names. An expression is either a primary (with highest precedence) or a more complex message. cascade does not apply to primary constructions, as they are too simple to require the construct. Since all primary construct are unary, you can just add more unary messages: @example 1234 printNl printNl printNl ! @end example @item @t{msgexpr: unaryexpr | binexpr | keyexpr} A complex message is either a unary message (which we have already covered), a binary message (@code{+}, @code{-}, and so forth), or a keyword message (@code{at:}, @code{new:}, @dots{}) Unary has the highest precedence, followed by binary, and keyword messages have the lowest precedence. Examine the two versions of the following messages. The second have had parentheses added to show the default precedence. @example myvar at: 2 + 3 put: 4 mybool ifTrue: [ ^ 2 / 4 roundup ] (myvar at: (2 + 3) put: (4)) (mybool ifTrue: ([ ^ (2 / (4 roundup)) ])) @end example @item @t{cascade: id | binmsg | keymsg} A cascade is used to direct further messages to the same object which was last used. The three types of messages ( id is how you send a unary message) can thus be sent. @item @t{binexpr: primary binmsg [ binmsg ]*} @itemx @t{binmsg: binsel primary} @itemx @t{binsel: selchar[selchar]} A binary message is sent to an object, which primary has identified. Each binary message is a binary selector, constructed from one or two characters, and an argument which is also provided by a primary. @example 1 + 2 - 3 / 4 @end example @noindent which parses as: @example (((1 + 2) - 3) / 4) @end example @item @t{keyexpr: keyexpr2 keymsg} @itemx @t{keyexpr2: binexpr | primary} @itemx @t{keymsg: [keysel keyw2]+} @itemx @t{keysel: id``:''} Keyword expressions are much like binary expressions, except that the selectors are made up of identifiers with a colon appended. Where the arguments to a binary function can only be from primary, the arguments to a keyword can be binary expressions or primary ones. This is because keywords have the lowest precedence. @item @t{block: ``['' [[``:'' id]* ``|'' ] [temps] exprs ``]''} A code block is square brackets around a collection of Smalltalk expressions. The leading ``: id'' part is for block arguments. Note that it is possible for a block to have temporary variables of its own. @item @t{literal: number | string | charconst | symconst | arrayconst} @itemx @t{arrayconst: ``#'' array | ``#'' bytearray} @itemx @t{bytearray: ``['' [number]* ``]''} @itemx @t{array: ``('' [literal | array | bytearray]* ``)''} @itemx @t{number: [[dig]+ ``r''] [``-''] [alphanum]+ [``.'' [alphanum]+] [``e''[``-''][dig]+].} @itemx @t{string: "'"[char]*"'"} @itemx @t{charconst: ``$''char} @itemx @t{symconst: ``$''symbol} We have already shown the use of many of these constants. Although not covered in this tutorial, numbers can have a base specified at their front, and a trailing scientific notation. We have seen examples of character, string, and symbol constants. Array constants are simple enough; they would look like: @example Smalltalk at: #a put: #(1 2 'Hi' $x $Hello 4 26r5H) ! @end example There are also ByteArray constants, whose elements are constrained to be integers between 0 and 255; they would look like: @example Smalltalk at: #a put: #[1 2 34 16r8F 26r3H 253] ! @end example @item @t{symbol: id | binsel | keysel[keysel]*} Symbols are mostly used to represent the names of methods. Thus, they can hold simple identifiers, binary selectors, and keyword selectors: @example #hello #+ #at:put: @end example @item @t{id: letter[letter|dig]*} @itemx @t{selchar: ``+'' | ``-'' | ``*'' | ``/'' | ``~'' | ``|'' | ``,'' |} @itemx @t{``<'' | ``>'' | ``='' | ``&'' | ``@'' | ``?''} @itemx @t{alphanum: ``0''..``9'' | ``A''..``Z''} @itemx @t{dig: ``0''..``9''} These are the categories of characters and how they are combined at the most basic level. selchar simply lists the characters which can be combined to name a binary message (binary messages including a question mark are almost never used). @end table