What's so special about message passing in smalltalk

狂风中的少年 提交于 2020-05-26 11:15:22

问题


I was going through an introduction to Smalltalk. In C++, the functions declared inside a class can be called by objects of that class, and similarly in Smalltalk a keyword, termed as message, is written adjacent to the name of the object. (Don't know much but would also like to ask here whether in response to a message a unique method is there to be executed?)

Basically, to my naive mind, this seems to be only a difference in syntax style. But, I wonder if internally in terms of compilation or memory structure this difference in calling holds any significance.

Thanks in advance.

P.S : I bow down to all of you for your time and answers . Thanks a lot.


回答1:


The fundamental difference is that in Smalltalk, the receiver of the message has complete control over how that message is handled. It's a true object, not a data structure with functions that operate on it.

That means that in Smalltalk you can send any message to any object. The compiler places no restrictions on that, it's all handled at runtime. In C++, you can only invoke functions that the compiler knows about.

Also, Smalltalk messages are simply symbols (unique character strings), not a function address in memory as in C++. That means it's easy to send messages interactively, or over a network connection. There is a perform: method that lets you send a message given its string name.

An object even receives messages it does not implement. The Virtual Machine detects that case and creates a Message object, and then sends the messageNotUnderstood: message. Again, it's the object's sole responsibility of how to handle that unknown message. Most objects simply inherit the default implementation which raises an error, but an object can also handle it itself. It could, for example, forward those messages to a remote object, or log them to a file, etc.




回答2:


You call a function in C++ because during the compilation time you know which function will be called (or at least you have a finite set of functions defined in a class hierarchy.

Smalltalk is dynamically typed and late bound, so during the compilation time you have no idea which method is going to be evaluated (if one will be at all). Thus you send a message, and if the object has a method with that selector, it is evaluated. Otherwise, the "message not understood" exception is raised.




回答3:


There are already good answers here. Let me add some details (originally, part of this was in a comment).

In plain C, the target of each function call is determined at link time (except when you use function pointers). C++ adds virtual functions, for which the actual function that will be invoked by a call is determined at runtime (dynamic dispatch, late binding). Function pointers allow for custom dispatch mechanisms to some degree, but you have to program it yourself.

In Smalltalk, all message sends are dynamically dispatched. In C++ terms this roughly means: All member functions are virtual, and there are no standalone functions (there is always a receiver). Therefore, the Smalltalk compiler never* decides which method will be invoked by a message send. Instead, the invoked method is determined at runtime by the Virtual Machine that implements Smalltalk.

One way to implement virtual function dispatching is virtual function tables. An approximate equivalent in Smalltalk are method dictionaries. However, these dictionaries are mutable, unlike typical virtual function tables, which are generated by the C++ compiler and do not change at runtime. All Smalltalk behaviors (Behavior being a superclass of Class) have such a method dictionary. As @aka.nice pointed out in his answer, the method dictionaries can be queried. But methods can also be added (or removed) while the Smalltalk system runs. When the Smalltalk VM dispatches a message send, it searches the method dictionaries of the receiver's superclass chain for the correct method. There are usually caches in place to avoid the recurring cost of that lookup.

Also note that message passing is the only way for objects to communicate in Smalltalk. Two objects cannot access each other's instance variables, even if they belong to the same class. In C++, you can write code that breaks this encapsulation. Hence, message sending is fundamental in Smalltalk, whereas in C++ it is basically an optional feature.

In C++, Java, and similar languages, there is another form of dispatch, called function overloading. It happens exclusively at compile time and selects a function based on the declared types of the arguments at the call site. You cannot influence it at runtime. Smalltalk obviously does not provide this form of dispatch because it does not have static typing of variables. It can be realized nevertheless using idioms such as double dispatch. Other languages, such as Common Lisp's CLOS or Groovy, provide the even more general multiple dispatch, which means that a method will be selected based on both the receiver's type and the runtime types of all the arguments.

* Some special messages such as ifTrue: ifFalse: whileTrue: are usually compiled directly to conditional branches and jumps in the bytecode, instead of message sends. But in most cases it does not influence the semantics.




回答4:


Here are a few example of what you would not find in C++

In Smalltalk, you create a new class by sending a message (either to the superclass, or to the namespace depending on the dialect).

In Smalltalk, you compile a new method by sending a message to a Compiler.

In Smalltalk, a Debugger is opened in response to an unhandled exception by sending a message. All the exception handling is implemented in term of sending messages.

In Smalltalk you can query the methods of a Class, or gather all its instances by sending messages.

More trivially, all control structures (branch, loops, ...) are performed by sending messages.

It's messages all the way down.



来源:https://stackoverflow.com/questions/42498438/whats-so-special-about-message-passing-in-smalltalk

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