Object Model
1. Objects & Classes
An
object in
Gambas is a data structure that provides
properties,
variables,
methods and
events.
Objects are accessed "by reference", i.e. by using a pointer to it, i.e. by using a
variable whose value is the address of the
object data structure in memory.
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You can see the address of an object by using the PRINT instruction:
DIM aStr AS NEW String[]
PRINT aStr
(String[] 0x80dccf8)
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The
object data structure is described by a
class.
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
class is also named a
module.
A static class cannot be instanciated: it would create an
object with no dynamic
variable, which is useless.
A
virtual class 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 method 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
garbage collector in
Gambas. So each object has a
reference counter that is incremented each time the object is referenced by any
variable, 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
invalid. 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 method or property.
See
Special Methods and
Special Methods 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
event handler is just a public
method
that is called each time the
event 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
object 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
event.
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An object is automatically locked during the execution of its constructor: he cannot send nor receive any events.
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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
event, 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
method,
property, constant
and
event.
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You must use the ME keyword to access the inherited elements from the class inside.
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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.
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The inheritance tree depth cannot be greater than 16. This is a constant hard-coded inside the Gambas interpreter.
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3.3. Virtual dispatching
When calling a
method or accessing a
property 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
variable 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().
Then you will create a MyListBox control this way:
hMyListBox = NEW MyListBox("Name", hContainer)
So the order of arguments is the following:
- Mandatory arguments are consumed first, and then optional arguments if they are available.
- The arguments of elder classes are specified first.
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In Gambas 2.0, the order or arguments were reversed!
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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 signature of the symbol in the child
class must be the same as the signature of the 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 method must be overriden by a method with exactly the same signature (same arguments datatypes, same return value datatype if any).
- A read/write property must be overriden by a read/write property with the same datatype.
- A read-only property must be overriden by a read-only property with the same datatype.
- A constant can be overridden by a constant with the same datatype.
4. Components
Gambas components 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.qt 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
component, 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
class can override any exported classes declared in any
component.