CSC/ECE 517 Fall 2010/ch1 4e dj
Introduction
One of the key tenants of object oriented programming is the ability to specify common attributes for like objects. There are two main ways to do this. The first is by enumerating the elements that are in common, while the second involves defining objects in terms of other objects. Each allows the programmer to specify relationships between objects in their program, but the methods for doing this are radically different. The later method (using like objects) is refereed to as Prototype-based, while the former is Class or Set based.
Prototypes vs. Sets
When defining like behavior, the first method of doing this is by listing all the like components as you define the class. This can be done in a few different ways:
- Abstract items in a class definition serve as placeholders that are to be implemented by all implementing classes. These can be methods, fields, or accessors. A class that has abstract items is called an abstract class.
- Interfaces are a type of abstract class that only defines abstract methods. These classes are used as an answer to multiple inheritance in languages such as Java. Interfaces allow a behavior contract to be used to specify how objects interact. A using piece of code can use any implementing object that follows the contract.
However, the second method, prototyping, does not explicitly define any relationships. Instead, new objects are created by taking a object that is to be used as the prototype and extending the new object to change its functionality.
Creation using each method
When using classes and set based creation, instances are (usually) bound to their defining classes. This means that when you create a new object, it must match some defined class. The resulting object is then said to be an instance of the class, and will always reference functionality contained in and defined by the object's class.
When using prototyping, however, a object may be created either ["ex nihilo"] or by cloning another object. When creating an object in a language that supports prototyping, methods and variables can be defined at anytime during the life cycle of the object. The object also contains its own definition of functionality and storage. This fact allows the functionality of any object to be changed after creation. This allows the programmer to create a new object by cloning an existing object and, at runtime, change functions and storage. An example is below:
Example of prototype based programming in ruby
def x.hello(arg) puts "Hello, #{arg}!" end x.hello("world") # => "Hello, world!" Now we just need to copy existing objects: y = x.clone() y.hello("world") # => "Hello, world!" The objects are independent, so each of them can redefine methods without worrying about everyone else: z = x.clone() def x.hello(arg) puts "Guten Tag, #{arg}!" end def z.hello(arg) puts "Goodbye, #{arg}!" end x.hello("world") # => "Guten Tag, world!" y.hello("world") # => "Hello, world!" z.hello("world") # => "Goodbye, world!"
Negatives of Prototype based programming
Compilers written for prototype languages are more complex than those written for class based languages. This raises concerns over efficiency at run time.
References
http://www.c2.com/cgi/wiki?PrototypeBasedProgramming http://en.wikipedia.org/wiki/Prototype-based_programming http://t-a-w.blogspot.com/2006/10/prototype-based-ruby.html