This document provides an overview of object-oriented programming concepts and the Smalltalk programming language. It discusses the essence of class-based object orientation, including classes, objects, encapsulation, inheritance and polymorphism. It then introduces the Smalltalk language, covering its history and development, core concepts like everything is an object and message passing, and how to get started programming in Smalltalk. Standard development tools and syntax like methods, statements, control structures and creating classes are also summarized.
The document discusses Grails, an open-source web application framework that uses Groovy and is built on top of Spring and Hibernate. It provides an overview of some key advantages of Grails, including lowering the learning curve of Java, bringing back productivity and pleasure to development, allowing incremental and iterative application building, and enabling scaling of applications. Code examples are also provided showing how to implement domain classes, controllers and tags in Grails.
Class diagrams using UML model the static relationships between classes in a system. They show classes, attributes, operations, and relationships like associations and generalizations. Associations describe links between classes, like a customer ordering products. Generalizations define inheritance between superclasses and subclasses, where the subclass inherits structure and behavior from the parent class.
1. Data encapsulation refers to wrapping up data and functions together in a class. Data hiding keeps data private to prevent accidental changes and only accessible by member functions.
2. Private members are only accessible by member functions of the class, while public members are accessible by member functions of the class and derived classes, as well as by objects of the class.
3. An example class illustrates that a private member cannot be accessed directly by a derived class, while a public member function of the base class can be called by the derived class.
The document discusses inheritance in C++. It explains that classes can inherit publicly or privately from other classes, and this determines whether elements from the parent class are public or private in the child class. It also discusses how constructors and destructors are called during object creation and destruction when using inheritance. Polymorphism and virtual functions/destructors are explained. Abstract classes with pure virtual functions are introduced. The document concludes by briefly discussing operator overloading in C++ classes.
1) Abstract classes allow common behaviors to be defined for subclasses while leaving implementation of some methods abstract.
2) The chapter discusses using abstract classes GeometricObject and Number, and subclasses like Circle, Rectangle, and numeric wrapper classes.
3) Abstract classes can contain abstract methods that subclasses must implement, though an abstract class needs no abstract methods itself. Subclasses of abstract classes cannot be instantiated.
This document summarizes Chapter 2 of a C++ basics textbook. Section 2.1 discusses variables and assignments, including declaring variables, assigning values, and keywords. Section 2.2 covers input and output streams like cout and cin. Section 2.3 reviews data types like int, double, char, and bool, and arithmetic expressions.
Here are the key points about global, static and local objects:
- Global object constructors are called before main() and destructors after main() returns
- Local automatic objects are constructed when they are declared and destructed when they go out of scope
- Static local objects are constructed before main() and destructed after main() returns
- Objects declared within a function are local to that function
- The order of constructor/destructor calls follows the order of object declarations
So in summary, global and static objects persist for the duration of the program while local objects are temporary with lifetime of the block they are declared in.
The document discusses Grails, an open-source web application framework that uses Groovy and is built on top of Spring and Hibernate. It provides an overview of some key advantages of Grails, including lowering the learning curve of Java, bringing back productivity and pleasure to development, allowing incremental and iterative application building, and enabling scaling of applications. Code examples are also provided showing how to implement domain classes, controllers and tags in Grails.
Class diagrams using UML model the static relationships between classes in a system. They show classes, attributes, operations, and relationships like associations and generalizations. Associations describe links between classes, like a customer ordering products. Generalizations define inheritance between superclasses and subclasses, where the subclass inherits structure and behavior from the parent class.
1. Data encapsulation refers to wrapping up data and functions together in a class. Data hiding keeps data private to prevent accidental changes and only accessible by member functions.
2. Private members are only accessible by member functions of the class, while public members are accessible by member functions of the class and derived classes, as well as by objects of the class.
3. An example class illustrates that a private member cannot be accessed directly by a derived class, while a public member function of the base class can be called by the derived class.
The document discusses inheritance in C++. It explains that classes can inherit publicly or privately from other classes, and this determines whether elements from the parent class are public or private in the child class. It also discusses how constructors and destructors are called during object creation and destruction when using inheritance. Polymorphism and virtual functions/destructors are explained. Abstract classes with pure virtual functions are introduced. The document concludes by briefly discussing operator overloading in C++ classes.
1) Abstract classes allow common behaviors to be defined for subclasses while leaving implementation of some methods abstract.
2) The chapter discusses using abstract classes GeometricObject and Number, and subclasses like Circle, Rectangle, and numeric wrapper classes.
3) Abstract classes can contain abstract methods that subclasses must implement, though an abstract class needs no abstract methods itself. Subclasses of abstract classes cannot be instantiated.
This document summarizes Chapter 2 of a C++ basics textbook. Section 2.1 discusses variables and assignments, including declaring variables, assigning values, and keywords. Section 2.2 covers input and output streams like cout and cin. Section 2.3 reviews data types like int, double, char, and bool, and arithmetic expressions.
Here are the key points about global, static and local objects:
- Global object constructors are called before main() and destructors after main() returns
- Local automatic objects are constructed when they are declared and destructed when they go out of scope
- Static local objects are constructed before main() and destructed after main() returns
- Objects declared within a function are local to that function
- The order of constructor/destructor calls follows the order of object declarations
So in summary, global and static objects persist for the duration of the program while local objects are temporary with lifetime of the block they are declared in.
The document evaluates two metrics for exception handling: Number of Catch Blocks per Class (NCBC) and Exception Handling Factor (EHF). It applies these metrics to 5 projects. For NCBC, results show the ratio of catch blocks to possible catch blocks for each class. For EHF, it shows the ratio of unique exception classes to total possible exception classes. The NCBC metric is better as it shows exception handling at the class level, while EHF does not capture exception handling accurately. In conclusion, NCBC helps make programs more robust by allowing exception handling reuse through inheritance.
The document provides an introduction to object oriented programming (OOP) compared to procedural programming. It discusses key concepts in OOP like objects, classes, attributes, methods, encapsulation. Objects contain attributes (data) and methods (behaviors). Classes are templates that define common attributes and methods for a set of objects. Encapsulation involves hiding class data and implementation details through access modifiers like private and public. Examples are provided to demonstrate how to define classes and create objects in C++ code.
The genetic characters transmitted from parent to offspring, taken collectively.
Something, as a quality, characteristic, or other immaterial possession, received from progenitors or predecessors as if by succession.
↓↓↓↓ Read More:
@ Kindly Follow my Instagram Page to discuss about your mental health problems-
-----> https://instagram.com/mentality_streak?utm_medium=copy_link
@ Appreciate my work:
-----> behance.net/burhanahmed1
Thank-you !
M Gumbel - SCABIO: a framework for bioinformatics algorithms in ScalaJan Aerts
SCABIO is a framework for bioinformatics algorithms written in Scala. It was originally developed in 2010 for education purposes and contains mainly standard algorithms. The framework uses a dynamic programming approach and allows bioinformatics algorithms to be implemented in a concise way. It also enables integration with other Java frameworks like BioJava. The source code is open source and available on GitHub under an Apache license.
Here are the key differences between overriding and overloading:
- Overriding involves subclass and superclass, while overloading involves only one class.
- Overriding changes the implementation of an existing method in the superclass, while overloading provides multiple implementations of the same method name with different parameters.
- The parameter lists are the same for overriding but different for overloading.
- Overriding is achieved by the subclass, while overloading is achieved by a single class.
So in summary, overriding changes the implementation of a method in the subclass, while overloading provides multiple implementations of the same method name with different parameters within one class.
1. The document discusses inheritance in C++ and object-oriented programming. Inheritance allows a derived class to inherit attributes and behaviors from a base class to enable code reuse and extend functionality.
2. Single inheritance involves deriving a class from a single base class, while multiple inheritance involves deriving from multiple base classes.
3. An example shows how a grad_student class inherits from a base student class, reusing attributes like name and ID while adding new attributes like department and thesis.
The document discusses various object-oriented programming concepts in C++ like classes, objects, member functions, data members, constructors, destructors, friend functions, and namespaces. It provides examples of defining classes with data members and member functions, declaring objects of a class, and using constructors and destructors. It also explains concepts like overloaded constructors, copy constructors, nested classes, dynamic initialization of objects, and friend functions.
This document provides an overview of key concepts in object-oriented programming in Java including classes, objects, methods, constructors, arrays, strings, and vectors. It defines classes as templates that define the data and behaviors of objects. Methods represent behaviors of classes. Constructors initialize objects. Arrays are containers that hold a fixed number of values of a single type. Strings are sequences of characters that can be manipulated using methods. Vectors are dynamic arrays that can grow or shrink as needed. The document includes examples of creating objects from classes, defining methods and constructors, declaring and initializing arrays, performing string operations, and using common vector methods.
Introduction to classes the concept of a class/tutorialoutletOldingz
The document provides an introduction to classes in C++. It defines a sample class named Demo1 with public and private data members and member functions. It discusses declaring objects of a class, defining member functions, accessing public and private members, passing objects to functions by value, reference and returning objects from functions. It also provides exercises to apply these concepts by defining additional classes and functions that work with class objects.
Pharo is an open-source programming environment and language based on Smalltalk. It allows users to explore and change running systems through reflection. The language is object-oriented, dynamic, and reflective. Pharo started in 2008 as a fork of Squeak Smalltalk and has since had yearly releases. The environment provides tools like the class browser and inspector to manipulate classes, methods, and other objects that make up the system.
Pharo is an immersive programming environment that aims to combat software complexity through an approach of running safe-to-fail experiments with fast feedback, adaptable tools, visibility of system state, and late binding that avoids early commitments. Pharo commits code late at runtime, allows objects to decide how to handle messages, supports test-driven "debugger driven" development, and is a small and simple environment where everything is an object that communicates through message passing. Pharo also emphasizes reuse through domain-specific languages, refactoring tools, and metaprogramming to rewrite code. It is an open source research vehicle and platform for commercial software.
This document summarizes a talk on reflection in Pharo. It discusses how:
1) Everything can be represented as an object in Pharo, including code, through the use of abstract syntax trees (ASTs).
2) The AST is now deeply integrated in Pharo and easily accessible. Methods can be annotated by linking meta objects to nodes in the AST.
3) When the code is executed, the links are followed to modify the behavior, allowing aspects like breakpoints or coverage to be implemented through annotation of the AST.
Pharo is a Smalltalk dialect programming language. From the pharo-project.org website:
"Pharo's goal is to deliver a clean, innovative, open-source Smalltalk environment. By providing a stable and small core system, excellent developer tools, and maintained releases, Pharo is an attractive platform to build and deploy mission critical Smalltalk applications. Pharo is MIT licensed and is steered by a board of benevolent dictators. The board makes final decisions if no consensus can be reached within the community. Pharo fosters a healthy ecosystem of both private and commercial contributors who advance and maintain the core system and its external packages."
Smalltalk allows everything to be accessible and modifiable through a live programming environment. The system's objects can be understood and fixed directly. This contrasts with traditional languages where the programmer must mentally switch between documentation, libraries, and code. Smalltalk also provides a permissive license and community support through mailing lists and projects. While it takes adjustment to its different approach, Smalltalk aims to keep programming intuitive through its interactive, self-documenting nature.
This document provides an overview of the syntax and core concepts in Pharo. It discusses that Pharo has no constructors, types, interfaces, packages, or parametrized types. The core abstractions are objects like strings, numbers, collections, and blocks. Messages can be unary, binary, or take keywords. Control flow uses conditionals that send messages to booleans. Common loops include timesRepeat:, to:do:, and collect:. Defining methods involves subclassing and specifying instance/class variables.
Pharo is an open-source live programming environment and programming language started in 2008. The official web site is http://www.pharo-project.org. By providing a stable and small core system, excellent dev tools, and maintained releases, Pharo is an attractive platform to build and deploy mission-critical applications.
The Pharo Roadmap document outlines the community's ongoing and planned work to improve and develop the Pharo programming environment and ecosystem. Key areas of focus include improving the code model infrastructure, graphics library, compiler, serialization, scripting support, distributions, browser, and virtual machine. It also discusses plans for a Pharo consortium to help sustain the community's efforts through paid support.
Pharo uses a pure object-oriented model where everything is an object, including classes. There is single inheritance and only message passing between objects. Classes are objects themselves that are instances of metaclass objects. Method lookup involves searching the receiver's class and its superclass. Packages can contain methods defined on classes in other packages, providing flexibility.
This document compares the parallel programming support in Haskell, F#, and Scala by looking at their language features, high-level abstractions for parallelism, and experimental results from implementing the n-body problem on multi-core systems. It finds that all three languages provide good support for parallelism through features like parallel collections, tasks, actors, and strategies/skeletons. Haskell uses the par and pseq primitives as well as evaluation strategies. F# utilizes tasks from the Task Parallel Library and async workflows. Scala supports parallel collections and actors. Experimental results on implementing the n-body problem in the languages show they can all effectively utilize multiple cores.
The document discusses the singleton design pattern, which ensures a class only has one instance and provides a global access point to it. It describes the problem of wanting a class with a single instance and the solution of storing the first instance created and returning it each time. Examples are provided using a DBConnect class. Implementation details covered include using a class variable to store the instance, ensuring only one instance can be created, and whether to use a class variable or instance variable to store the singleton. The document also discusses issues like whether to favor instance behavior over class behavior for singletons.
Building Neural Network Through Neuroevolutionbergel
Neuroevolution is a technique that uses genetic algorithms to train neural networks. It evolves network topologies, weights, and hyperparameters without relying on backpropagation or large labeled training datasets. The NEAT algorithm is introduced as a prominent neuroevolution method. It uses speciation to protect innovative network topologies and incremental evolution. NEAT encodes networks and uses historical markings to solve the competing conventions problem during crossover. Extensions to NEAT aim to further improve the scalability and efficiency of neuroevolution.
The document evaluates two metrics for exception handling: Number of Catch Blocks per Class (NCBC) and Exception Handling Factor (EHF). It applies these metrics to 5 projects. For NCBC, results show the ratio of catch blocks to possible catch blocks for each class. For EHF, it shows the ratio of unique exception classes to total possible exception classes. The NCBC metric is better as it shows exception handling at the class level, while EHF does not capture exception handling accurately. In conclusion, NCBC helps make programs more robust by allowing exception handling reuse through inheritance.
The document provides an introduction to object oriented programming (OOP) compared to procedural programming. It discusses key concepts in OOP like objects, classes, attributes, methods, encapsulation. Objects contain attributes (data) and methods (behaviors). Classes are templates that define common attributes and methods for a set of objects. Encapsulation involves hiding class data and implementation details through access modifiers like private and public. Examples are provided to demonstrate how to define classes and create objects in C++ code.
The genetic characters transmitted from parent to offspring, taken collectively.
Something, as a quality, characteristic, or other immaterial possession, received from progenitors or predecessors as if by succession.
↓↓↓↓ Read More:
@ Kindly Follow my Instagram Page to discuss about your mental health problems-
-----> https://instagram.com/mentality_streak?utm_medium=copy_link
@ Appreciate my work:
-----> behance.net/burhanahmed1
Thank-you !
M Gumbel - SCABIO: a framework for bioinformatics algorithms in ScalaJan Aerts
SCABIO is a framework for bioinformatics algorithms written in Scala. It was originally developed in 2010 for education purposes and contains mainly standard algorithms. The framework uses a dynamic programming approach and allows bioinformatics algorithms to be implemented in a concise way. It also enables integration with other Java frameworks like BioJava. The source code is open source and available on GitHub under an Apache license.
Here are the key differences between overriding and overloading:
- Overriding involves subclass and superclass, while overloading involves only one class.
- Overriding changes the implementation of an existing method in the superclass, while overloading provides multiple implementations of the same method name with different parameters.
- The parameter lists are the same for overriding but different for overloading.
- Overriding is achieved by the subclass, while overloading is achieved by a single class.
So in summary, overriding changes the implementation of a method in the subclass, while overloading provides multiple implementations of the same method name with different parameters within one class.
1. The document discusses inheritance in C++ and object-oriented programming. Inheritance allows a derived class to inherit attributes and behaviors from a base class to enable code reuse and extend functionality.
2. Single inheritance involves deriving a class from a single base class, while multiple inheritance involves deriving from multiple base classes.
3. An example shows how a grad_student class inherits from a base student class, reusing attributes like name and ID while adding new attributes like department and thesis.
The document discusses various object-oriented programming concepts in C++ like classes, objects, member functions, data members, constructors, destructors, friend functions, and namespaces. It provides examples of defining classes with data members and member functions, declaring objects of a class, and using constructors and destructors. It also explains concepts like overloaded constructors, copy constructors, nested classes, dynamic initialization of objects, and friend functions.
This document provides an overview of key concepts in object-oriented programming in Java including classes, objects, methods, constructors, arrays, strings, and vectors. It defines classes as templates that define the data and behaviors of objects. Methods represent behaviors of classes. Constructors initialize objects. Arrays are containers that hold a fixed number of values of a single type. Strings are sequences of characters that can be manipulated using methods. Vectors are dynamic arrays that can grow or shrink as needed. The document includes examples of creating objects from classes, defining methods and constructors, declaring and initializing arrays, performing string operations, and using common vector methods.
Introduction to classes the concept of a class/tutorialoutletOldingz
The document provides an introduction to classes in C++. It defines a sample class named Demo1 with public and private data members and member functions. It discusses declaring objects of a class, defining member functions, accessing public and private members, passing objects to functions by value, reference and returning objects from functions. It also provides exercises to apply these concepts by defining additional classes and functions that work with class objects.
Pharo is an open-source programming environment and language based on Smalltalk. It allows users to explore and change running systems through reflection. The language is object-oriented, dynamic, and reflective. Pharo started in 2008 as a fork of Squeak Smalltalk and has since had yearly releases. The environment provides tools like the class browser and inspector to manipulate classes, methods, and other objects that make up the system.
Pharo is an immersive programming environment that aims to combat software complexity through an approach of running safe-to-fail experiments with fast feedback, adaptable tools, visibility of system state, and late binding that avoids early commitments. Pharo commits code late at runtime, allows objects to decide how to handle messages, supports test-driven "debugger driven" development, and is a small and simple environment where everything is an object that communicates through message passing. Pharo also emphasizes reuse through domain-specific languages, refactoring tools, and metaprogramming to rewrite code. It is an open source research vehicle and platform for commercial software.
This document summarizes a talk on reflection in Pharo. It discusses how:
1) Everything can be represented as an object in Pharo, including code, through the use of abstract syntax trees (ASTs).
2) The AST is now deeply integrated in Pharo and easily accessible. Methods can be annotated by linking meta objects to nodes in the AST.
3) When the code is executed, the links are followed to modify the behavior, allowing aspects like breakpoints or coverage to be implemented through annotation of the AST.
Pharo is a Smalltalk dialect programming language. From the pharo-project.org website:
"Pharo's goal is to deliver a clean, innovative, open-source Smalltalk environment. By providing a stable and small core system, excellent developer tools, and maintained releases, Pharo is an attractive platform to build and deploy mission critical Smalltalk applications. Pharo is MIT licensed and is steered by a board of benevolent dictators. The board makes final decisions if no consensus can be reached within the community. Pharo fosters a healthy ecosystem of both private and commercial contributors who advance and maintain the core system and its external packages."
Smalltalk allows everything to be accessible and modifiable through a live programming environment. The system's objects can be understood and fixed directly. This contrasts with traditional languages where the programmer must mentally switch between documentation, libraries, and code. Smalltalk also provides a permissive license and community support through mailing lists and projects. While it takes adjustment to its different approach, Smalltalk aims to keep programming intuitive through its interactive, self-documenting nature.
This document provides an overview of the syntax and core concepts in Pharo. It discusses that Pharo has no constructors, types, interfaces, packages, or parametrized types. The core abstractions are objects like strings, numbers, collections, and blocks. Messages can be unary, binary, or take keywords. Control flow uses conditionals that send messages to booleans. Common loops include timesRepeat:, to:do:, and collect:. Defining methods involves subclassing and specifying instance/class variables.
Pharo is an open-source live programming environment and programming language started in 2008. The official web site is http://www.pharo-project.org. By providing a stable and small core system, excellent dev tools, and maintained releases, Pharo is an attractive platform to build and deploy mission-critical applications.
The Pharo Roadmap document outlines the community's ongoing and planned work to improve and develop the Pharo programming environment and ecosystem. Key areas of focus include improving the code model infrastructure, graphics library, compiler, serialization, scripting support, distributions, browser, and virtual machine. It also discusses plans for a Pharo consortium to help sustain the community's efforts through paid support.
Pharo uses a pure object-oriented model where everything is an object, including classes. There is single inheritance and only message passing between objects. Classes are objects themselves that are instances of metaclass objects. Method lookup involves searching the receiver's class and its superclass. Packages can contain methods defined on classes in other packages, providing flexibility.
This document compares the parallel programming support in Haskell, F#, and Scala by looking at their language features, high-level abstractions for parallelism, and experimental results from implementing the n-body problem on multi-core systems. It finds that all three languages provide good support for parallelism through features like parallel collections, tasks, actors, and strategies/skeletons. Haskell uses the par and pseq primitives as well as evaluation strategies. F# utilizes tasks from the Task Parallel Library and async workflows. Scala supports parallel collections and actors. Experimental results on implementing the n-body problem in the languages show they can all effectively utilize multiple cores.
The document discusses the singleton design pattern, which ensures a class only has one instance and provides a global access point to it. It describes the problem of wanting a class with a single instance and the solution of storing the first instance created and returning it each time. Examples are provided using a DBConnect class. Implementation details covered include using a class variable to store the instance, ensuring only one instance can be created, and whether to use a class variable or instance variable to store the singleton. The document also discusses issues like whether to favor instance behavior over class behavior for singletons.
Building Neural Network Through Neuroevolutionbergel
Neuroevolution is a technique that uses genetic algorithms to train neural networks. It evolves network topologies, weights, and hyperparameters without relying on backpropagation or large labeled training datasets. The NEAT algorithm is introduced as a prominent neuroevolution method. It uses speciation to protect innovative network topologies and incremental evolution. NEAT encodes networks and uses historical markings to solve the competing conventions problem during crossover. Extensions to NEAT aim to further improve the scalability and efficiency of neuroevolution.
This document introduces Roassal, an advanced visualization engine that can be used to draw pictures of data. It is well modularized and portable across Pharo, VisualWorks, Amber, and other environments. The document demonstrates how Roassal can be used to visualize object graphs and profiles method execution times. It shows an example of adding memoization to improve performance and the resulting impact on execution profiling blueprints. Finally, it mentions related work on visualizing software execution and opportunities to join the Object Profile team in Santiago.
The workshop discussed the MOOSE software analysis platform and included presentations on:
1) Deciphering a legacy Cobol system to replace it with a new ERP system
2) Exposing hidden dependencies between DSL scripts and Java classes accessing shared database tables
3) Translating visualizations from Mondrian to HTML for server-side rendering
4) Using unit tests to increase accuracy of inter-method dependency analysis in Smalltalk systems
The workshop was well-attended and generated discussion around various MOOSE-based analysis techniques.
The document discusses using message counting as a profiling technique in Pharo Smalltalk. It shows that counting messages is more stable than traditional execution sampling profiling, as message counts are not impacted by variations in execution environment. An experiment showed a strong correlation between number of messages and average execution time. Counting messages can be used to identify performance bottlenecks and compare performance across versions.
The document describes the iterative development of a graphics framework for structured drawing editors. It starts with defining a Canvas class to contain graphical elements. Circles and Rectangles are then introduced with positioning attributes. Translating operations are added by modifying classes to respond to translate messages. Finally, the Canvas class is updated to translate all contained elements by calling their translate methods. The process is test-driven with tests added for each new capability before modifying code.
This document discusses multi-dimensional execution profiling. It presents an approach to profiling code using multiple metrics like execution time, number of executions, number of receiver objects, in order to better understand method performance. Blueprints are used to visualize profiling data with different views like structural, behavioral, and detailed views. The implementation counts messages instead of time to profile code and generates visualizations using scripting languages. This technique provides more insight into why certain methods are slow compared to traditional profiling tools.
Alexandre Bergel, Romain Robbes and Walter Binder, Visualizing Dynamic Metrics with Profiling Blueprints, In Proceedings of the 48th International Conference on Objects, Models, Components, Patterns (TOOLS EUROPE'10), July 2010, LNCS Springer Verlag
http://www.bergel.eu/download/papers/Berg10aProfiling.pdf
After a short introduction to object orientation, this lecture gives an overview of the Smalltalk programming language.
This lecture was given on November 10, 2008, during the summer school on programming languages (http://pleiad.dcc.uchile.cl/pl2008/)
Traits are a simple composition mechanism for structuring object-oriented programs. A Trait is essentially a parameterized set of methods; it serves as a behavioral building block for classes and is the primitive unit of code reuse. With Traits, classes are still organized in a single inheritance hierarchy, but they can make use of Traits to specify the incremental difference in behavior with respect to their superclasses.
The document discusses the Seaside web application framework. It provides an overview of Seaside and its features, including how to start Seaside, create components, define interaction between components, create GUIs using XHTML/CSS, and handle control flow and callbacks between components. Examples are given for creating a simple counter component and a word learning application with multiple components.
Prototalk is an environment for teaching, understanding, designing, and prototyping object-oriented languages with a prototype-based paradigm. It allows different prototype-based OO languages like Self and NewtonScript to be expressed using the same syntax. Prototalk represents each language using a subclass and executes programs by sending an evaluate message. It has a minimal core that can express the most general semantics and is extensible so new languages can be implemented efficiently.
Unanticipated changes to complex software systems can introduce anomalies such as duplicated code, suboptimal inheritance relationships and a proliferation of run-time downcasts. Refactoring to eliminate these anomalies may not be an option, at least in certain stages of software evolution. Classboxes are modules that restrict the visibility of changes to selected clients only, thereby offering more freedom in the way unanticipated changes may be implemented, and thus reducing the need for convoluted design anomalies. In this paper we demonstrate how classboxes can be implemented in statically-typed languages like Java. We also present an extended case study of Swing, a Java GUI package built on top of AWT, and we document the ensuing anomalies that Swing introduces. We show how Classbox/J, a prototype implementation of classboxes for Java, is used to provide a cleaner implementation of Swing using local refinement rather than subclassing.
The document describes the OmniBrowser framework, which allows defining new browsers through explicit domain models, metagraphs specifying navigation, and actors defining interactions. It presents the framework's key concepts of nodes, metagraphs, actors, definitions, and filters. As an example, a new system browser is implemented using the framework with classes, methods, categories and other elements as nodes connected by the metagraph. The framework aims to easily build new browsers by separating the domain model from the graphical interface.
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
How to Download & Install Module From the Odoo App Store in Odoo 17Celine George
Custom modules offer the flexibility to extend Odoo's capabilities, address unique requirements, and optimize workflows to align seamlessly with your organization's processes. By leveraging custom modules, businesses can unlock greater efficiency, productivity, and innovation, empowering them to stay competitive in today's dynamic market landscape. In this tutorial, we'll guide you step by step on how to easily download and install modules from the Odoo App Store.
CapTechTalks Webinar Slides June 2024 Donovan Wright.pptxCapitolTechU
Slides from a Capitol Technology University webinar held June 20, 2024. The webinar featured Dr. Donovan Wright, presenting on the Department of Defense Digital Transformation.
BPSC-105 important questions for june term end exam
2008 Sccc Smalltalk
1. Object-oriented
!quot;#$
programming in
Smalltalk
Alexandre Bergel
RMoD team, INRIA,
Lille, France
alexandre@bergel.eu
2. Goal of this lecture
• Gain elementary notions of object orientation
• Learn what is a pure object oriented language
• Increase the programming language section on your CV
3. Outline
1. Essence of class-based object orientation
2. Object oriented programming with Smalltalk
3. Smalltalk in Action
4. Outline
1. Essence of class-based object orientation
2. Object oriented programming with Smalltalk
3. Smalltalk in Action
8. Example in C
struct Point { struct Circle {
const void * class; const void * class;
int x, y; int x, y, rad;
}; };
void draw (void * self) { void move (void * self) {
switch(self[0]) { switch(self[0]) {
case POINT_CLASS: ... case POINT_CLASS: ...
case CIRCLE_CLASS: ... case CIRCLE_CLASS: ...
} }
} }
!quot;#$
12. Object-oriented programming
• Simula 67 addressed the combinational explosion of data
and behavior
• a class is an object factory
• class = superclass + attributes + methods
• object reactive to messages
13. Object as programming entities
a student
printDescription() name=Bill
courses={c1, c2}
14. Object as programming entities
^ 'My name is ',
Person name
age
gender
description()
Transcript show:
printDescription()
self description
a student
Student
printDescription() name=Bill instance courses super description,
courses={c1, c2} description() ' and I follows ',
courses
15. Object as programming entities
^ 'My name is ',
Person name
age
gender
description()
Transcript show:
printDescription()
self description
a student 1
Student
printDescription() name=Bill instance courses super description,
courses={c1, c2} description() ' and I follows ',
courses
16. Object as programming entities
^ 'My name is ',
Person name
age
gender
description()
Transcript show:
printDescription()
self description
a student 1
Student
description() name=Bill instance courses super description,
courses={c1, c2} description() ' and I follows ',
courses
2
17. Object as programming entities
3
^ 'My name is ',
Person name
age
gender
description()
Transcript show:
printDescription()
self description
a student 1
Student
super name=Bill instance courses super description,
description()
courses={c1, c2} description() ' and I follows ',
courses
2
18. Object as programming entities
3
^ 'My name is ',
Person name
age
gender
description()
Transcript show:
printDescription()
self description
a student 1
Student
super name=Bill instance courses super description,
description()
courses={c1, c2} description() ' and I follows ',
courses
2
19. Object-oriented programming
Encapsulation Abstraction & Information Hiding
Composition Nested Objects
Distribution of Separation of concerns
(e.g., HTML, CSS)
Responsibility
Message Passing Delegating responsibility
Conceptual hierarchy,
Inheritance polymorphism and reuse
20. Outline
1. Essence of class-based object orientation
2. Object oriented programming with Smalltalk
3. Smalltalk in Action
38. A typical method in the class Point
Method name Argument Comment
<= aPoint
quot;Answer whether the receiver is neither
below nor to the right of aPoint.quot;
^ x <= aPoint x and: [y <= aPoint y]
Return Binary message Block
Instance variable Keyword message
(2@3) <= (5@6) true
39. Statements and cascades
Temporary variables
Statement
| p pen |
p := 100@100.
pen := Pen new.
pen up.
pen goto: p; down; goto: p+p
Cascade
40. Control structures
Every control structure is realized by message sends
4 timesRepeat: [Beeper beep]
max: aNumber
^ self < aNumber
ifTrue: [aNumber]
ifFalse: [self]
41. Control structures
Every control structure is realized by message sends
4 timesRepeat: [Beeper beep]
Boolean
ifTrue:ifFalse:
max: aNumber True False
^ self < aNumber ifTrue:ifFalse: ifTrue:ifFalse:
ifTrue: [aNumber]
ifFalse: [self]
ifTrue: t ifFalse: f ifTrue: t ifFalse: f
^ t value ^ f value
42. Creating classes
Send a message to a class (!)
Number subclass: #Complex
instanceVariableNames: 'real imaginary'
classVariableNames: ''
poolDictionaries: ''
category: 'ComplexNumbers'
43. Outline
1. Essence of class-based object orientation
2. Object oriented programming with Smalltalk
3. Smalltalk in Action