fouts@orville.nas.nasa.gov (Marty Fouts) (10/21/87)
In article <1661@ppi.UUCP> cox@ppi.UUCP (Brad Cox) writes: >. . . But the improvement has always turned out to >be arithmetic in impact. The geometric improvements needed to bring our >productivity in line with that of hardware engineers will not result from >better programming languages, but by focusing our attention outside the >language. For example, by learning to program by producing and reusing >components from large libraries of pre-tested Software-ICs. Yes, these >libraries are hard to build, and expensive. But each well-tested, >well-documented library component provides a geometrical improvement to the >productivity of each of its users, and the improvement is open-ended, unlike >the productivity enhancement of features that are hardwired into a new >programming language. I have three problems with this comment. The one that bothers me the most is the standard marketing ploy of renaming something from its original lackluster name (library routine) to something that sounds exciting, like "Software-IC". Libraries have been around at least as long as programming languages; and have contributed their share to the productivity improvement, but they aren't the glorious path to geometric improvement, or we would have been seeing geometric improvements over the decades. The second problem I have is the analogy which isn't stated here, but is frequently drawn between "Software-IC" and hardware IC. If you follow the component industry at all, you know that the age of TTL 7000 series ICs has all but ended and almost all serious design now is being done with semicustom or custom components. You also know that hardware designers have long bemoaned their lack of productivity, although they refer to it as "design turn-around time", and they haven't been seeing geometric improvements either. Finally, you will realize that the use of off the shelf components has alternated with the use of special purpose design, going back at least as far as the early sixties when the first published circuit books came out. The third problem I have is with the loose claims of 'geometric' as apposed to 'linear' improvements in productivity. I've been reading about programmer productivity for a long time, since Marvin Minsky first claimed that advances in programming languages would do away with the need for programmers within a decade (about thirty years ago) through James Martin's claims to the same effect ten years ago until now. Nobody even knows what programmer productivity is, yet alone at what kind of rates it has been improving at over the last three decades. Further, various kinds of programming have received differing amounts of attention, and ease of accomplishing tasks in some fields has improved greatly compared to others; for instance, using 4GL query languages like SQL, it is now possible to interactively ask for data in a few seconds which used to require hours of programming plus days of backlog waiting for a programer to become available to accomplish. All in all, many things are important in the improvements that have been achieved and none of them alone are going to give the ultimate performance improvement. Careful implementation of languages for maximum expressiveness has improved productivity, as has understanding the way programs should be laid out to aid understanding; but so have faster machines, interactive operating systems, and decent debuggers. It all needs to be worked on, and none of it is going to give us magic productivity enhancements.
reggie@pdnbah.UUCP (George Leach) (10/22/87)
In article <3179@ames.arpa> fouts@orville.nas.nasa.gov.UUCP (Marty Fouts) writes: >In article <1661@ppi.UUCP> cox@ppi.UUCP (Brad Cox) writes: >>. . . But the improvement has always turned out to >>be arithmetic in impact. The geometric improvements needed to bring our >>productivity in line with that of hardware engineers ........ [stuff deleted] >I have three problems with this comment......... [stuff deleted] >The third problem I have is with the loose claims of 'geometric' as >apposed to 'linear' improvements in productivity. I've been reading >about programmer productivity for a long time, ....... [stuff deleted] >All in all, many things are important in the improvements that have >been achieved and none of them alone are going to give the ultimate >performance improvement. Careful implementation of languages for >maximum expressiveness has improved productivity, as has understanding >the way programs should be laid out to aid understanding; but so have >faster machines, interactive operating systems, and decent debuggers. >It all needs to be worked on, and none of it is going to give us magic >productivity enhancements. At the recent OOPSLA'87 Conference in Orlando, Peter Wegner stood up and addressed the members of one of the Panel Discussions (I forget which one) and voiced some of the same concerns about Object-Oriented Programming in general. The banquet speaker, Michael Jackson, had a similar point of view. It seems that we are always looking for that *magic* and want to believe that we are capable of discovering something to better our lives. Is OOP the answer? Being a bit sceptic I would tend to say NO, but I'll wait until I have some experience under my belt first. Fredrick Brooks presented an Invited Paper last year at one of the IFIP Conferences last year on this very topic: No Silver Bullet - Essence and Accidents of Software Engineering. It is a highly recommended paper which seems to take a down to earth view of this topic. It was originally published in Information Processing 86, H.J. Kugler (Ed.), Elsevier Science Publishers B.V. (North-Holland). However, I beleive that it was published in IEEE Computer withing the past 4 or 5 months. George W. Leach Paradyne Corporation {gatech,codas,ucf-cs}!usfvax2!pdn!reggie Mail stop LF-207 Phone: (813) 530-2376 P.O. Box 2826 Largo, FL 34649-2826
day@grand.UUCP (Dave Yost) (10/22/87)
In article <3179@ames.arpa> fouts@orville.nas.nasa.gov.UUCP (Marty Fouts) writes: >The second problem I have is the analogy which isn't stated here, but >is frequently drawn between "Software-IC" and hardware IC. >... Liked your comments. My $0.02: Standard cliche: Hardware advances are way ahead of software advances. Questionable interpretation: Hardware logic design technology has advanced faster than software design technology. Another interpretation: Computer performance has improved more from improvements in semiconductor fabrication technology and the cost savings acceleration that results from mass production than from improvements in software design. By the way, it is hard to say if hardware logic design technology has advanced as fast as software design. Of course, where would (hardware) IC design be without design tools made of software? In conclusion, predictions of great improvements in software that will finally catch up with the improvements in hardware sound hyperbolic to me. Let's just improve software technology and leave it at that. --dave yost
cox@ppi.UUCP (Brad Cox) (10/28/87)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ In article <3179@ames.arpa>, fouts@orville.nas.nasa.gov (Marty Fouts) writes: > In article <1661@ppi.UUCP> cox@ppi.UUCP (Brad Cox) writes: > > >. . . But the improvement has always turned out to > >be arithmetic in impact. The geometric improvements needed to bring our > >productivity in line with that of hardware engineers will not result from > >better programming languages, but by focusing our attention outside the > >language. For example, by learning to program by producing and reusing > >components from large libraries of pre-tested Software-ICs. Yes, these > >libraries are hard to build, and expensive. But each well-tested, > >well-documented library component provides a geometrical improvement to the > >productivity of each of its users, and the improvement is open-ended, unlike > >the productivity enhancement of features that are hardwired into a new > >programming language. > > I have three problems with this comment. The one that bothers me the > most is the standard marketing ploy of renaming something from its > original lackluster name (library routine) to something that sounds > exciting, like "Software-IC". Libraries have been around at least as > long as programming languages; and have contributed their share to the > productivity improvement, but they aren't the glorious path to > geometric improvement, or we would have been seeing geometric > improvements over the decades. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ I'd like to thank Marty for broaching a subject that is precisely at the heart of where Objective-C departs from the more traditional languages. The distinction seems to be difficult for many people to grasp at first, so we coined terms like `Software-IC' and `ICpak' (library of Software-ICs) to highlight for them that dynamically bound encapsulation and inheritance introduces something that is different, FUNDAMENTALLY different from programming as done via traditional libraries. You'd agree that the traditional library concept does not support these concepts, from which it follows that Software-IC is not simply a fancy name for library. It may be less obvious why these differences MATTER, e.g. why dynamic binding and (to a lesser extent) inheritance, relieve some of the technical obstacles that have prevented the library concept from introducing geometric improvements. I went into all this at great length in my book (Object-oriented Programming; An Evolutionary Approach; Addison Wesley 1986), but I'll summarize the argument briefly here. Yes, libraries HAVE been around for a long time, and they have certainly not been the glorious path to geometric improvement. For example, many people have worked very hard to bring about corporate-wide `reusability' by collecting large libraries of functions and macros, cataloging them in large databases, and publishing them for reuse. The projects have generally failed, or at best brought about only arithmetic improvement. But why? Is it because the groups responsible for distributing the software, or their clients, or their managers, were lazy or stupid? No. Was the software undocumented, or unreliable, or too slow? No, not usually. Was it because the software was not published via a fully-integrated programming environment with a glitzy iconic browser? No. They failed primarily because of a ordinary technical problem (and perhaps secondarily because of the usual religio-political issues that crop up around code reusability). The problem is simply that code stored in a conventional library is tightly coupled to the supplier's problem domain, and its consumers could not apply it easily in their unique environment. In other words, the code was statically bound. Static binding turns out in this context to be a vice, not the univeral virtue that compiler developers seem to believe. Static binding produces binary files that are tightly coupled to that which was known when the code was compiled by the code's supplier, thus removing ability from the code's consumer to install it in his radically different execution environment. Late binding relieves this restriction by loosening the coupling between a supplier's reusable code and the environments his consumers will apply it in. To state my position as concretely as possible, static binding is a tool, not a panacea (Ada devotes, take note!). Dynamic binding is also a tool, not a panacea (Smalltalk-80 devotes, take note!). Both tools are specialized for particular kinds of problem and inappropriate for others. For example, consider the different kinds of problems in building an automobile. In designing the AutomobileEngine it is appropriate and useful to state as early as design time that each EngineCylinder can contain only instances of class Piston, and to have this desicion strictly enforced (strict type-checking) during the implementation phase. Static binding is the right tool for this job. By contrast, in designing the AutomobileTrunk, it is not desirable to make these kinds of decisions any earlier than when the automobile is put into service. Dynamic binding is a far better tool for this job, because strict typechecking is entirely the wrong idea for loosely coupled collections like the trunk. Now extend this example by imagine the tools a distributor of replacement automobile parts, by analogy with our Software-IC concept. If static binding were the only tool available for defining replacement parts like piston, you've got a clash between the static binding of the piston to the cylinder and the more amorphous needs of the distribution channel involved in putting a replacement piston into service (e.g. how to also express CrateOfPistons, or worse, PartsInventory?). The piston designer could never anticipate all of the environments into which his consumers might want or need put his piston, and would value a late binding tool that would move these decisions into the hands of his consumers So much for the contribution of dynamic binding. How about dynamic binding as provided by C++ as opposed to Objective-C? In one sense, the C++ virtual function machinery is dynamic in that the implementation is certainly chosen at run-time based on the recipient. But in an important sense, the binding is static because the dispatch is based on compile-time knowledge of the receiver's type, at least to the extent of knowing a common supertype of all possible receivers. By contrast, Objective-C acquired from Smalltalk a different style of binding that is dynamic in both of these senses; binding is done entirely at run-time. In the current implementation, this involves hashing the receiver's class (which is stored in the receiver at run-time) with the message selector and using that as an index into a cache of recently-used implementation addresses (function pointers). When the cache doesn't contain the desired implementation, a slower linear search mechanism kicks in to update the cache by consulting dispatch tables stored in each class. Please notice that the cache is only one of many ways to implement the lookup mechanism. A fully-indexed implementation that never invokes the linear lookup is quite possible (as in C++), but was not used because it imposes unbounded space overheads that discourage aggressive use of inheritance. A recent article described an example that is useful for pointing out the advantages of totally dynamic binding. Building a HashTable class requires that all HashTable members provide hash and isEqual: methods that the HashTable needs. But how can the HashTable supplier (who doesn't control the members' common superclass) arrange this? Since Objective-C style binding does not require the members to have a common superclass, one solution would be to just require each newly-written member class to just provide the two needed methods, in which case newly-developed classes will work correctly as members even though they have no common superclass, but not older classes. But a better solution is possible that automatically fixes the older classes too. The HashTable supplier can provide an additional class, HashTableMember, that defines default semantics for only the hash and isEqual: methods (for example; unless overridden, two objects are equal if and only if they are exactly the same object). He can direct his consumers to encorporate this class into every application that uses HashTable. At startup time, the class will send itself a special message that causes HashTableMember's dispatch table to be inserted at the front of Object's dispatch table (taking care to update the cache as well). Presto, ALL objects immediately recognize the two new methods. Similar classes could also be provided to provide special hash and isEqual: methods for those already-released classes that should override the default implementation with specialized ones. We actually solved this particular case by simply implementing hash and isEqual: in the Object class. The method donor mechanism (also known as poseAs:) is generally used for other problems, such as for repairing and/or extending code that has already been released to the field. For example, the most recent case was to extend our (already released) Object class with a mechanism for storing lists of those objects that depend on other objects so that iconic user interfaces can be automatically updated whenever the objects they're interfacing have changed. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ > The second problem I have is the analogy which isn't stated here, but > is frequently drawn between "Software-IC" and hardware IC. If you > follow the component industry at all, you know that the age of TTL > 7000 series ICs has all but ended and almost all serious design now is > being done with semicustom or custom components. You also know that > hardware designers have long bemoaned their lack of productivity, > although they refer to it as "design turn-around time", and they > haven't been seeing geometric improvements either. Finally, you will > realize that the use of off the shelf components has alternated with > the use of special purpose design, going back at least as far as the > early sixties when the first published circuit books came out. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ If you're saying that late binding is not a panacea, I agree wholeheartedly. It is a tool; something to be picked up or laid aside according to the job at hand. I fault Smalltalk-80 for not providing any tools for doing early binding, and I fault Ada for not providing any tools for doing late binding. Both C++ and Objective-C avoid this trap, although C++ provides stronger tools than C (and thus Objective-C) for doing early binding and Objective-C provides stronger tools than C++ for doing late binding. As you pointed out, hardware designers use tools, not panaceas, and feel free to choose the most effective tools for any job. At times, they choose off-the-shelf components, and at other times they choose to build custom logic. Nonetheless, and in spite of the bemoaning on the part of hardware designers, it does seem that the geometric improvement has been realized, if not from each individual hardware designer, then certainly by the companies that employ them. When I was in graduate school twenty years ago, the EE department built its own computer (the Maniac II) from discrete components. Then computers-on-a-chip came out and for a while it became fashionable for deparements, and soon thereafter, individuals, to build their own computers. Moore's law predicts a yearly doubling of the number of components per chip. This works out (2^20) to a million-fold improvement over these twenty years. I sense that change of a similar magnitude has been demonstrated in computing power delivered to the consumer, and possibly per manhour consumed in delivering it. I'd be grateful for any hard data to support or contradict this conjecture. I am not aware of anything like a million-fold improvement in software. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ > The third problem I have is with the loose claims of 'geometric' as > apposed to 'linear' improvements in productivity. I've been reading > about programmer productivity for a long time, since Marvin Minsky > first claimed that advances in programming languages would do away > with the need for programmers within a decade (about thirty years ago) > through James Martin's claims to the same effect ten years ago until > now. Nobody even knows what programmer productivity is, yet alone at > what kind of rates it has been improving at over the last three > decades. Further, various kinds of programming have received > differing amounts of attention, and ease of accomplishing tasks in > some fields has improved greatly compared to others; for instance, > using 4GL query languages like SQL, it is now possible to > interactively ask for data in a few seconds which used to require > hours of programming plus days of backlog waiting for a programer to > become available to accomplish. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ You've alluded to several tools that have indeed contributed geometric improvements in specialized areas. I'd extend this list with my own personal favorites, the now well-established pipes/filters concept from Unix, program generators like yacc/lex/4GL, and the less-well-known fully-dynamic style of binding employed in typeless languages like Smalltalk-80 and hybrid languages like Objective-C. I promote the latter tools more extensively than the former, not because they're better, but because they're less well-known. Regarding the word productivity, if you can offer a precise definition, we'd all be glad to use it. But that won't change the urgency of people's need to change it, or to discuss it, any more than other imprecisely defined terms like `the trade deficit', `the stock market', or `Company X's image in the marketplace'. > All in all, many things are important in the improvements that have > been achieved and none of them alone are going to give the ultimate > performance improvement. Careful implementation of languages for > maximum expressiveness has improved productivity, as has understanding > the way programs should be laid out to aid understanding; but so have > faster machines, interactive operating systems, and decent debuggers. > It all needs to be worked on, and none of it is going to give us magic > productivity enhancements. Who said magic? I said tools, not panaceas, and geometric improvements, not magic. I do believe that the proper use of all available tools CAN move programmer productivity from an arithmetic to a geometric growth curve.
fouts@orville.nas.nasa.gov (Marty Fouts) (11/07/87)
Dynamic binding / Late binding has been around for as long as programming languages; (Well, at least as long as Lisp.) There really isn't any need, other than marketing hype to invent a new name for it. You don't really achieve anything except confusion by picking a catchy name for a technical concept. Dyanamic libraries have also been around as long as dynamic bindings, and have been sited as one of the indirect causes for the lack of acceptance of Lisp by programmers outside of the A/I community. By being easy to modify, partially because of the ability to dynamically bind functions, Lisp became a true Babel of dialects, making code sharing more difficult, not less, until the recent effort at Common Lisp. (Thank you Guy Steele et. al.) I agree that if you include dyanamic binding as one of your conditions for calling something a software-IC, than you have limited the class of libraries you are discussing, but I strongly disagree with obscuring the difference by giving it a marketing name; and I doubt that it is a fundemental difference. Dynamic binding is a function of run time environment implementation which is shared by Basic, Lisp, and most object oriented languages. Programming in Basic certainly isn't going to make me more efficent (;-) You seem to confuse several important topics in programming language design, and appear to be using one feature to answer a problem in a different area of program design. For example, late binding does not solve the issue of problem domain by itself. As a user of a matrix library, I don't care if I bind at compile time or execution time to your matrix multiply routine, I care if it multiplies matrices stored in the data structures I am using. You can make me explicitly remember that MXMTRI multiplies triangular matrices and that MXMSQ multiplies rectangular matrices and make my life a little harder, or you can use type overloading and a generic package to let me just use MXM. As long as you have supplied an algorithm to multiply the matrices in the form I store them in, it doesn't matter if this second mechanism is done statically, as in ADA or dynamically, as in SmallTalk; what matters is that you implemented it. The problem of problem domain is to supply a sufficently rich library of routines to meet my application needs in a way which allows me to easily access the correct routine. Either a correctly implemented Ada package or SmallTalk type hierarchy would work. The example of the automobile design is one of programming methodology. Static language proponents claim that this same early design/late design concept can be implemented using stepwise refinement and rapid prototyping, while dynamic language proponents claim that it can be accomplished using dynamic stepwise refinement and dynamic rapid prototyping. I've had about equal success with either approach, one being better for some problems the other for different problems. I would like to take a moment to clear up an ambiguity about hardware. My point about hardware design wasn't about the power of the hardware being designed, but about the design process, which is what we are discussing. Almost all of the performance improvement in computers has come as a result of changes in the realization media which allow for smaller component areas and faster clock speeds. It still takes as long to design a computer of a particular level of complexity as it ever has. (BTW Moore's law, as you quote it is wrong. Twenty years ago, typical chips had a few hundred gates, now they have tens of thousands. This is a 100 fold improvement, not a million fold.) My point about productivity wasn't that you hadn't defined it and I could, but rather that it is meaningless to talk about geometric versus arithmatic growth of something which can't (or at least hasn't) been quantified. I'm the one who said magic, and I will continue to say magic, when I hear geometric productivity improvements. I agree that language design features, such as generic packages, operator overloading, dyanmic binding, are useful and belong in a good programmers tool kit, along with large libraries of reusable code, incremental compilers, source level debugs, and source code management tools. I just try to point out that these features have been around for a long time, have been used extensively in some areas, and haven't lived up to "geometric productivity improvments".
mitsu@well.UUCP (Mitsuharu Hadeishi) (11/08/87)
Before I begin, I'd like to extend kudos to Brad Cox for so clearly expressing the advantages of object-oriented programming and in particular the distinction between early and late binding and the advantages/ disadvantages of both. Now, for some comments . . . In article <1662@ppi.UUCP> cox@ppi.UUCP (Brad Cox) writes: >> Libraries have been around at least as >> long as programming languages; and have contributed their share to the >> productivity improvement, but they aren't the glorious path to >> geometric improvement, or we would have been seeing geometric >> improvements over the decades. >^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ . . . > >Yes, libraries HAVE been around for a long time, and they have certainly >not been the glorious path to geometric improvement. For example, many >people have worked very hard to bring about corporate-wide `reusability' >by collecting large libraries of functions and macros, cataloging them >in large databases, and publishing them for reuse. The projects have >generally failed, or at best brought about only arithmetic improvement. . . . >They failed primarily because of a ordinary technical problem (and perhaps >secondarily because of the usual religio-political issues that crop up >around code reusability). The problem is simply that code stored in a >conventional library is tightly coupled to the supplier's problem domain, >and its consumers could not apply it easily in their unique environment. >In other words, the code is statically bound. I would like to add, it is also because of the lack of object- oriented design of the libraries themselves. When someone writes code that depends on the specific internal representation of an object, rather than its interface, it makes it difficult if not impossible to change those libraries or to improve their implementation. In addition, if the libraries are coupled to a particular problem domain, they are in general unusable for other, even closely similar problems. One of the advantages you get in a language like C++ is the ability to specify an interface to a class which cannot be broached by casual clients. You may access those members of a class which are public, but you cannot access private methods (subroutines for the implementation) or directly change data members (instance variables). You can then change the implementation radically, in such a way that if you were to write such a class in C it would require changing the way you called the various method functions. C++ provides you with the ability to maximize performance via the use of inline methods. You may freely change which methods are inline and which are implemented in object code, without changing the source code of the client at all; something which would be impossible in C. In addition, you have the power to redefine operators to improve code readability without adding any additional overhead. These features (which amount to an ability to change the nature of the compiler in a convenient, well-specified manner) also contribute to code reusability in that you need not modify client source just because a library has been changed to improve performance in some way. I recently defined a variable-length string class, defined + and += as concatenation and append operators, and wrote some source to test it out. I then completely reimplemented it, making + be simply an inline call to += with the additional creation of a temporary to hold the result. This change would have totally changed the source, had I written it as traditional C function calls; however, since I simple redefined the meaning of the operators in the header file, I didn't have to change the source one bit. Of course, you still have to recompile, which is a disadvantage of C++ (over Smalltalk or Objective-C). Nonetheless for many projects (in particular the microcomputer project we at EA normally work on) the efficiency of C++ is well worth the cost of recompilation. And it's a far sight better than having to rewrite client source. >Building a HashTable class >requires that all HashTable members provide hash and isEqual: methods >that the HashTable needs. ... >At startup time, the class will >send itself a special message that causes HashTableMember's dispatch table >to be inserted at the front of Object's dispatch table (taking care to >update the cache as well). Presto, ALL objects immediately recognize the >two new methods. Of course, one could provide a similar flexibility in C++ by providing a parent superclass for all objects (Object). The clients would be given a subset of new methods which could be added to the Object class; there would be the overhead of the users of the class having to edit their definition files for Object, or, alternatively, relinking with a new Object library (presuming there is only one source of modifications to Object). One may also choose to only make some objects subclasses of Object, for example, a simple linked list needn't be a subclass of Object, since it is in general not placed in a collection (such as a HashTable). Of course, one cannot rule out such a desire, but that's the tradeoff you get with a language such as C++. >If you're saying that late binding is not a panacea, I agree wholeheartedly. >It is a tool; something to be picked up or laid aside according to the job >at hand. I fault Smalltalk-80 for not providing any tools for doing early >binding, and I fault Ada for not providing any tools for doing late binding. >Both C++ and Objective-C avoid this trap, although C++ provides stronger >tools than C (and thus Objective-C) for doing early binding and Objective-C >provides stronger tools than C++ for doing late binding. Exactly. My colleague Rick Tiberi drew up a sheet the other day with a visual diagram illustrating all of the languages he has used in his career, with the metric being both the "level" of the language as well as how far down it let you reach. C++ stood out among all the languages in that it (unlike Smalltalk) allows you to implement without losing any efficiency over a traditional language, and it also allows you to go quite far up in terms of being able to define classes with type checking, automatic type conversion, and protected, private, and public data and method members (allowing object-oriented programming). In addition, you can choose to optimize particular classes for efficiency equal to that of C, and to generalize other classes for flexibility approaching that of Smalltalk. Objective-C shares a similar range, although it provides less support at the lower end for optimizing performance while giving more support at the higher end for flexibility. One can achieve similar goals, however, in the realm of code reusability, a little more source-code dependent in the C++ case (although it does provide object-code reusability via virtual functions), and a little less efficiency in the Objective-C case. -Mitsu Hadeishi CDI Research and Development Electronic Arts
jwb@CIVE.RI.CMU.EDU (John Baugh) (11/09/87)
In article <4398@well.UUCP> mitsu@well.UUCP (Mitsuharu Hadeishi) writes: ... > I would like to add, it is also because of the lack of object- >oriented design of the libraries themselves. When someone writes code >that depends on the specific internal representation of an object, rather >than its interface, it makes it difficult if not impossible to change those >libraries or to improve their implementation. You've recognized the benefits of *data abstraction*. By *specifying* an abstract data type and the semantics of its operations (and requiring that your clients know only this information), you effectively encapsulate the internal data representation and the implementation of its associated operations. As a result, I (the implementor of the ADT) can change either the internal representation or the operations in any way such that the specification of the ADT holds (and *guarantee* that users of my ADT will see no change in the new implementation, other than perhaps speed). Back to the library problem. The problem is not their lack of object- orientedness (whatever that is :-), but that they are based on functions instead of ADTs. I contend that MODULA *modules*, CLU *clusters*, ADA (tm) *packages*, etc. can be just as effective in accomplishing what you have described. Polymorphic functions, which are (partially) supported in only one of the above, however, can be useful in building libraries (as noted earlier in the discussion). Math libraries, for example, (should) have zillions of internal representations for matrices, and its nice to avoid the 'matmulhyper' syndrome required to multiply hypermatrices. John Baugh (jwb@cive.ri.cmu.edu) Carnegie Mellon University -- %%%%% John Baugh Department of Civil Engineering %%%%% %%%%% jwb@cive.ri.cmu.edu Carnegie Mellon University %%%%%