Objektový Model
1. Objects & Classes
An
objekt in Gambas is a data structure that provides vlastnosti, , Metody and Události.
Objects are accessed "by reference", i.e. by using a pointer to it, i.e. by using a whose value is the address of the objekt data structure in memory.
You can see the address of an objekt by using the
PRINT instruction:
DIM aStr AS NEW String[]
PRINT aStr
(String[] 0x80dccf8)
The objekt data structure is described by a
Třída.
1.1. Classes
So each Gambas object has a
class that describes all its public properties, methods and events.
This class is a Gambas object too, whose class is the class named
Class.
A
static class is a class whose all members are
static (see below). In Gambas, a static Třída is also named a
module.
A static class cannot be instanciated: it would create an objekt with no dynamic , which is useless.
Example
The
System Třída is a static Třída: all its methods are static, and you cannot create an objekt whose Třída would be
System.
A
is an hidden pseudo-class that you cannot explicitely manipulate.
1.2. Properties, methods and variables
Properties and methods allow to manipulate the data structure.
A property, a method or a variable can be
static:
-
A static variable will be shared by all instances of the same class.
-
A static property or Metody can only modify static variables.
A method or a variable can be either
public or
private. A property is always public.
Private symbols can only be used from the class inside.
Public symbols can be used everywhere, provided you have a reference pointing at the object.
1.3. References
There is no in Gambas. So each object has a
reference counter that is incremented each time the object is referenced by any , array, collection or other object, and decremented when it is released.
This reference counter is zero at object creation, and when it becomes zero again after a reference release, the object is freed.
1.4. Invalid objects
An object can become
. Because, for example, it is linked to an internal object not managed by Gambas that was destroyed.
Trying to use an invalid object raises an error.
1.5. Special methods
Special methods are methods declared in classes, whose name begins with an underscore character, and that are called by the interpreter in the following situations:
-
When an object is created.
-
When an object is freed.
-
When the object class is loaded.
-
When the object class is unloaded.
-
When using an object as if it is an array.
-
When enumerating the object.
-
When using an object as if it is a function.
-
When trying to use an unknown object Metody or vlastnosti.
See
Speciální metody and
/wiki/api/cat/special for more information.
2. Events & Observers
2.1. Events
Events are signals sent by an object when something happens on it.
If an object raises events, it will hold a reference on its
observer, or
parent object.
This observer is another object that implements
event handlers. An
Události handler is just a public Metody
that is called each time the Události is raised.
By default, the observer is the current object where the newly instanciated object is declared.
To raise events, an object must have an
event name. This event name is assigned at object instanciation, when using the
NEW instruction and the
AS keyword, and is the prefix of all event handler methods.
Example
This creates a
Button control that will raise events.
DIM hButton AS Button
hButton = NEW Button(ME) AS "ButtonEventName"
If no event name is specified, then the objekt won't raise events.
2.2. Locking Objects
An object can be locked so that it stops raising events, and can be unlocked so that it raises them again.
See the
Object.Lock and
Object.Unlock methods.
Some events can be cancelled by the event handler, by using the
STOP EVENT instruction.
The effect of this cancellation depends on the Události.
An objekt is automatically locked during the execution of its constructor: he cannot send nor receive any events.
2.3. Observers
Observers are objects that allow you to intercept events raised by other objects. They "observe" them.
You can intercept events just before they have been raised, or just after.
For each intercepted Události, the observer will raise an event with the same name and the same arguments.
By using
STOP EVENT inside an observer event handler, you cancel the original event.
Example
PRIVATE $hButton as Button
PRIVATE $hObserver AS Observer
PUBLIC SUB Form_Load()
$hButton = NEW Button(ME) AS "Button"
$hObserver = NEW Observer(hButton) AS "Observer"
END
PUBLIC SUB Observer_Click()
DEBUG "The button has been clicked. I cancel the event!"
STOP EVENT
END
PUBLIC SUB Button_Click()
DEBUG "You should not see me."
END
3. Inheritance
Inheritance is the way for a class to become a specialized version of another class.
3.1. What is inherited?
The class inherits from its parent every Metody, vlastnosti, constant
and Události.
You must use the
ME keyword to access the inherited elements from the class inside.
3.2. Which class can be a parent class?
You can inherited any class, even a native one!
For example, you can create
a custom MyListBox class that inherits
ListBox
but allows to associate a tag with each list item.
Note that you cannot use
INHERITS
in a form class file, because forms already
inherits the
Form class.
The inheritance tree depth cannot be greater than 16. This is a constant hard-coded inside the Gambas interpreter.
3.3. Virtual dispatching
When calling a Metody or accessing a vlastnosti from an object reference, Gambas always
uses
virtual dispatching.
It means that the real class of the object is always used, and
not the type of the that references the object - As it was in Gambas 1.0.
3.4. Inheritance and constructor
Contrary to all the object language I know, each class in the inheritance
hierarchy consumes the parameters passed to the constructor.
Let's suppose we have the following inheritance tree:
MyListBox ---inherits--> ListBox ---inherits---> Control
-
Control._new() does not exist.
-
ListBox._new() takes one parameter: the parent control.
-
MyListBox._new() takes one parameter: a name - It is just an example.
So
NEW MyListBox
will take two parameters.
-
The first will be sent to MyListBox._new().
-
The second to ListBox._new().
Be careful: the
ListBox._new() will be called first,
so that you are sure that the
ListBox control exists
when you are in MyListBox._new().
So arguments must be specified in reverse order.
Then you will create a MyListBox control this way:
hMyListBox = NEW MyListBox("Name", hContainer)
In Gambas 3, the constructor arguments layout has changed:
-
Mandatory arguments are consumed first, and then optional arguments if they are available.
-
The order is not reversed anymore: the arguments of elder classes first!
For example, if you have the following inheritance:
MyForm --> Form --> Window
with the MyForm constructor being:
Sub _new(FirstArg As String, SecondArg as Integer, Optional ThirdArg As Integer)
Note: the
Form constructor takes no argument, and the
Window constructor takes an
optional parent argument.
The signature of the final constructor will be:
New MyForm(FirstArg As String, SecondArg As Integer, Optional Parent As Control, Optional ThirdArg As Integer)
In a more general way, the order of arguments for a three level inheritance tree is:
-
Mandatory arguments of the grand-parent constructor.
-
Mandatory arguments of the parent constructor.
-
Mandatory arguments of the final constructor.
-
Optional arguments of the grand-parent constructor.
-
Optional arguments of the parent constructor.
-
Optional arguments of the final constructor.
3.5. Symbol Overriding
When a symbol is overriden, the kind of symbol in the child Třída must be compatible with the kind of symbol in the parent class.
The rules are:
-
A dynamic symbol must be overriden by a dynamic symbol, a static one by a static one.
-
A Metody must be overriden by a method.
-
A vlastnosti must be overriden by a property.
-
A read-only property can be overridden by a read-write property.
-
A constant can be overridden by a constant or a property.
The signature of the child method is not checked against the signature of the parent one.
4. Components
Gambas Komponenty are external shared libraries written in C, C++ or in Gambas that add new functions and/or classes to the Gambas interpreter.
Classes are grouped according to the component they come from.
4.1. Default internal component
The interpreter includes an internal component named
gb that defines all standard classes of the language.
This component is always loaded by default, and can be considered as part of the language.
4.2. Symbol tables
Each component has its own private class symbol table, so that class names do not conflict.
4.3. Global symbol table
So that components can work together, there is a global symbol table, where all classes exported by components and all classes exported by the current project are stored.
If there is a name conflict in this global symbol table, the last loaded class overrides the
previous loaded class with the same
name, by using inheritance. In other words, the overriding class extends the overriden one.
This last feature can be used for:
-
Extending an already declared class by adding new methods or properties to it. For example, the
gb.qt4
Application class reimplements the gb
Application class.
-
Overriding the methods of an already declared class. For example, the
gb.form.dialog
component replaces most of the static methods of the Dialog class.
4.4. Project symbol table
Your project has its own private symbol, like any Komponenty, and can export any of its classes to the global symbol table
by using the
EXPORT keyword.
The project classes are loaded after all components. So your exported Třída can override any exported classes declared in any Komponenty.
Viz také