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Generics, Proxy, and The Compile Time Type Checking Debate. You are either with us or against us. Please snarf the code for today’s class. Two Camps. C++ Strong Type Checking Ensured at compile time that you never called a method on an object that didn’t support it
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Generics, Proxy, and The Compile Time Type Checking Debate You are either with us or against us. Please snarf the code for today’s class
Two Camps C++ • Strong Type Checking • Ensured at compile time that you never called a method on an object that didn’t support it • Focused on efficient compilation • *Very* complex type system, including “templates” Smalltalk • Variables do not have types • Extremely easy to call a method on an object that didn’t support it • Not super efficient (but not terrible) • Pretty simple type system (at least on the surface)…also quite flexible
Why Does Type Checking Inhibit Flexibility? • Example: The Proxy pattern • Scenario: You’ve written a very cool application that visualizes large data sets (represented as objects that implement the DataSource interface). Your visualizer takes a list of DataSource objects, and lets you choose the data to visualize. Bad news: some of these data sets are really huge. So to create the DataSource objects really slows down your system, which is bad because most of the DataSources won’t actually get used. What you want is to only load the data if it’s really necessary (when the getData is called). But you’d like to do this without adding complexity to the Visualizer object OR to the GiganticDataSource object that actually loads the data. Hint: It’s sort of like a Decorator
Solution: A Proxy • Make a new class GiganticDataSourceProxy that has a filename and has an instance variable of type GiganticDataSource • Initially, the variable is null • But then, when somebody calls getData on the proxy, the proxy actually creates a GiganticDataSource and loads the data, then forwards the results GiganticDataSourceProxy data = new GiganticDataSourceProxy(“myData.dat”); //does not really load the file //..a lot of other code… //Now the proxy creates a new GiganticDataSource and passes the // get data call to it data.getData(77); //subsequent calls are just forwarded to the proxy’s internal // GiganticDataSource object data.getData(12);
Proxy Objects Exist in Both Strongly Typed Object Oriented Languages and Weekly Typed Ones • Used to delay initialization or other expensive operations • Used to hide “remote” objects that are actually running on distant computers • Sometimes even protect certain functions from being run (although I tend to think this particular use blurs the line between proxy objects and decorators)
Can We Build a Generic Proxy Object? • That is, initially does nothing but then creates the object when a method is called on it • In C++ or Java…no because that “generic” proxy would not implement the appropriate interface • In a language with untyped variables like Smalltalk, Ruby or Python…yes. They usually even have a special method that you can override when someone calls a method you wouldn’t normally support public exampleMethodWithNoTypes(myVar) { myVar.doFunction(); //myVar could be any type //if it is not a supported function, an //exception would be thrown return myVar.doOtherThing(); }
Generics • Deal with some of the problems of Strong Typed Languages • Prior to Java 1.5, all collections in Java used to take and return objects public void someFunction(ArrayList list) { SpecificClassvar = (SpecificClass) list.get(0); var.callSpecificMethod(); } • Combines the verbosity of Java with the poor type checking of Smalltalk • So generics were added so you can say ArrayList<String> (or whatever)
Imagine We Decided to Make a SpecificSpriteGroup SpecificSpriteGroup<NinjaSprite> n = new SpecificSpriteGroup<NinjaSprite>(); • Don’t make it inherit from SpriteGroup at least not yet…make it have an array list of sprites and a method addSprite that adds a sprite of the appropriate type
A Few Complications • getActive…goes through the list of sprites and determines which one is active • AddAll…we would like to be able to add a list of Sprites
Write • removeInactiveSprites • (if you have time) sort…which should take a comparator