Static fields/methods in e - specman

Is there any technical reason I am missing for which e doesn't have static fields/methods?
I've looked up the LRM and there is no mention of anything like this. There are workaround (like this one: http://www.specman-verification.com/index.php?entry=entry060612-105347), but I don't find it a particularly clean approach as it's not nicely encapsulated.

Good question. There should be no such technical reasons to not have it, and it might be a good idea to add static members to e structs. Its semantics would just need to be carefully considered, because of the aspect-oriented features of e, which are irrelevant to some other languages that have static members (for example, one question that would need to be answered is whether static methods can be extended, e.g., with is also or not).
However, it doesn't seem very critical to me, because a static field is, effectively, no more than a global field (or method, or any other kind of struct member) that belongs to a given struct's namespace. So, even without having static members, an easy workaround is to add such a member to global (or to sys), and make sure that its name has a prefix that makes it clear to "belong" to a given struct.
There is an important point, though, which does make static members more than just a member of global. In e, like in C++, there are template types. A static member of a template would be something that, on the one hand, is shared by all instance objects of a given template instance type, but on the other hand, would exist separately for each template instance (each one of which being a separate struct).
Not sure if the port-based workaround suggested at the above link is any better. I see it as an overkill.

Actually, in my previous answer I am missing an important point, which does make static members more than just a member of global.
In e, like in C++, there are template types. A static member of a template would be something that, on the one hand, is shared by all instance objects of a given template instance type, but on the other hand, would exist separately for each template instance (each one of which being a separate struct).

By the way static struct members were added to the language in Specman v15.2. They are handy especially in configuration structs that are well, static:
extend packet_s {
static max_address : uint = 0x1000;
};
-- Change max_address for all instances
on xxx { packet_s::max_address = 0x2000; };
A static field can't be generated, physical(%) or used in when subtypes. Here's some comments from the teamspecman blog : Static members in e

I think the main reason why e doesn't have static struct members yet is the fact that you always have global and sys singletons as well as top unit of your specific module (which means better encapsulation), where the 'static' information can be placed. There is no special technical reason for that, besides some complexity in defining exact semantics.
As a syntactic sugar for the unit access, you can always wrap it with very basic single-word macro - it will not be completely seamless, because this magic word will always be required vs. natively visible static struct members of 'me', but still very easy to use.

Related

Why use accessors and mutators with simple classes?

For simple classes (and I mean really simple ones), why do we use accessor and mutator methods? Why do not we just make the data members public?
For example, the following class header (in C++) and could have been implemented with much less effort; as it is actually a couple of data members with accessors and mutators that do nothing but access/modify those data members.
I appreciate the advantage of the use of accessors and mutators in more complex classes.
template<class T>
class Node
{
private:
T item; // A data item
Node<T>* next; // Pointer to next node
public:
Node();
Node(const T& anItem);
Node(const T& anItem, Node<T>* nextNodePtr);
void setItem(const T& anItem);
void setNext(Node<T>* nextNodePtr);
T getItem() const;
Node<T>* getNext() const;
}; // end Node
This is a very fundamental, basic, and well-defined design principle in OOP - why to use accessors and mutators, in spite of whether a class is big or small.
I would still say, that implementation-usage of this principle still varies from language to language, but the core principle of Object Oriented Design - Encapsulation - remains always same and mandates, that you should always hide everything that is possible to hidden.
This is kind of duplicate of your question, and it refers to why getters and setters are in the play; however, I'll try to bring some other points as well.
Encapsulation, aspect of which is the topic in questions (mutators/accessors), is a fundamental and probably the most important principle of Object Oriented Programming.
First and foremost:
The main point of the Encapsulation is not(!) to restrict/block the access to the member variable, but rather to constrain the access policy and mandate the reasonable access, and therefore avoid any unintended interference, implicit misuse, or accidental accesses.
Think about it: if the user invokes .setUserName("MyUser") the one really intends to write the data into the member field, and that's explicitly clear! otherwise, it would mean that the client has (1) accidentally provided the "MyUser" data as an argument into setter method, and they (2) accidentally invoked the .setUserName method, which is way less likely to happen accidentally both together, then just publicly accessing that field, which takes only one move to do.
That being said, using the principle of encapsulation and advocating it as a core OOP feature, software developers, a lot of frameworks and libraries very often conventionally agree and make use of data classes, ordinary classes, business classes, service, or any other types, relying on the widespread Conventional Design and best practice of how to use member variables - using mutators to mutate and accessors to access the fields.
Many frameworks explicitly invoke setters and getters when they implement IoC or DI.
So, it's the best practice, conventionally agreed, non-smelling code style, and the most safe design of the class members, to use encapsulation and interact with them through mutators and accessors.

Private nested classes - are they necessary for composition?

This is my naive thought process. I appreciate when anyone points out any discrepancies.
I know that in Java it is possible to create private nested classes. But in PHP (calling itself an "OOL") no such thing is easily possible.
However, there may be an instance where I need to use a helper class within only one other class.
This naturally led me to consider using composition about which I think its supposed to actually solve this kind of a problem, for the following reason:
Wikipedia:
It is only called composite, if the objects it refers to
are really its parts, i.e. have no independent existence.
Aggregation differs from ordinary composition in that it does not imply ownership.
In composition, when the owning object is destroyed, so are the
contained objects. In aggregation, this is not necessarily true.
So since in composition the components aren't supposed to exist without the other composite object, I assume there is basically only one way of accomplishing this by using private nested classes, otherwise I will need to have the Component class visible, making it instantiable also somewhere else, violating the creation/destruction-of-components-within-the-composite-class rule.
Now I came across PHP where it is not possible at all to create nested classes (or maybe with some magic) which may lead to a question why do we need nested classes at all?
Compelling reasons for using nested classes include the following:
It is a way of logically grouping classes that are only used in one
place: If a class is useful to only one other class, then it is
logical to embed it in that class and keep the two together. Nesting
such "helper classes" makes their package more streamlined.
It increases encapsulation: Consider two top-level classes, A and B,
where B needs access to members of A that would otherwise be declared
private. By hiding class B within class A, A's members can be declared
private and B can access them. In addition, B itself can be hidden
from the outside world.
It can lead to more readable and maintainable code: Nesting small
classes within top-level classes places the code closer to where it is
used.
So in my opinion, as nested classes increase encapsulation (and thus allowing for implementation of a composite concept) it should be always possible to create a nested class in a proper OOL.
I also looked up the definition of an OOP and it only mentions the support for Encapsulation, Abstraction, Inheritance, Polymorphism concepts.
OOP
Encapsulation means that the internal representation of an object is generally hidden from view outside of the object’s
definition.
Abstraction is the development of classes, objects, types in terms of their interfaces and functionality, instead of their implementation details. (e.g. instead or creating a single sequence of commands to work with a radius and points we would abstract a concept of a circle. So we define a class Circle and a its attributes/functions in such a way that it reflects this abstract concept.)
Inheritance is supposed to be the is-a relationship between abstractions (allowing for code reuse).
Polymorphism allows for overriding and overloading methods.
A guy asked a question here which actually complies exactly with my understanding of the problem and IMHO received quite inaccurate answer, being told to be really confused and being provided with a code sample which IMO is not a proper composition, as it is not really possible in PHP. In addition someone may argue that composition isn't about inner classes.
So am I understanding something really wrong?
Those concepts like composition are generic and their implementation may vary depending on the programming language.
In the other hand, I wouldn't say that the definition of composition which includes [...] have no independent existence refers to being able to create instances or not from different scopes.
No independent existence is a more conceptual than practical rule. It means that a wheel can never be the composition root because the root is the car. That is, a wheel can't exist independently of a car.
Therefore, the conclusion is nested classes are just an implementation detail and they have nothing to do with composition. Note that objects aren't created from classes in all programming languages but composition and many other features are still possible. Would you say that object composition isn't possible in JavaScript?
var car = { manufacturer: "Ford", model: "Focus" };
// I can create the wheel after the car
var wheel = { color: "black" };
// but it'll be always tied to some car
car.wheel = wheel;
Anyway, practically all systems implement aggregation, which is a flavor of composition. Take a look at this Q&A at Software Engineering.
While a wheel is useless without being part of a car, wheels are still sold apart as one of the many mechanical pieces of which a car is built, hence a wheel can live alone yet it's useless as just a piece.
Generic definition of composition in OOP
The OP is too concerned and focused on the formal definition of composition in terms of UML: composition, association, direct association, aggregation...
BTW, the term composition in OOP has a more simple meaning which is often used, for example, when discussing when to use inheritance or when to avoid it, we talk about composition over inheritance. See for example this Q&A from 2010: What is composition as it relates to object oriented design? on which basically all answerers have a consensus about the definition of composition.
At the end of the day, the term composition is the approach to create an object graph: simple types are associated together to create more complex types.
Thus, as I've already explained in the first part of this answer, nested classes are just a programming language implementation detail and they're not crucial to implement any flavor of composition.
OP said on some comment:
But conceptually in order to implement it properly as a composition,
I'd prefer something like partial classes (as in C#) allowing me to
separate code into multiple files but restricting the instantiability
to the main class only. I know you don't agree with me, I have to
express my view somehow.
This is a wrong example because partial classes are just a syntactic sugar to glue multiple files defining the same class and later everything is the same class.
C# has nested classes:
public class A
{
public class B
{
}
}
But you need to understand that type definitions have nothing to do with objects from a conceptual point of view because an object-oriented language may or may not have a type system and classes, but yet it can support composition and all its flavors.
In wikipedia, there's also the following example of composition without using private nested classes.
class University
{
std::vector<Department> faculty; //this is composition
std::vector<People*> people; //this is aggregation
University() // constructor
{
// Composition: Departments exist as long as the University exists
faculty.push_back(Department("chemistry"));
faculty.push_back(Department("physics"));
faculty.push_back(Department("arts"));
}
};
For a true composition we don't have to make the whole class private as long as we treat instances of departments appropriately, i.e. we need to make sure that all departments will actually get deleted when the university ceases to exist.
An analogous ways of implementing different compositions in JavaScript would be as follows:
/*this is a component's "class"*/
function Text(txt){
this.txt = txt;
}
/*this is a composite's "class"*/
function Hello(begining){
/*public object*/
this.begining = begining;
/*this is like making an instance from a nested function which is a composite*/
var Middle = new (function Middle(txt){
this.txt = txt;
})(" - ");
/*private object - also a composite, even though it's made of the public class Text*/
var Ending = new Text("that's all.");
/*The use of the private property Ending*/
this.Say = function(){
var msg = this.begining.txt + Middle.txt + Ending.txt;
console.log(msg);
}
}
/*
This txt variable will be the "begining" text. It could still be a composite, but
only if it's not used in another composite when purpose is to be
"an untransferable part" and not a "visitor".
*/
var txt = new Text("Dan");
var say1 = new Hello(txt);
var say2 = new Hello(new Text("To be or not to be"));
say1.Say() /*Dan - that's all.*/
say2.Say() /*To be or not to be - that's all.*/
But even the transferability is often a neglected rule when people see "cars" having "wheels" as parts (rather then "visitors")
Instead of perhaps "neural network" and "neurons" or "forest" and "trees". Trees don't get replanted to a different forest so often.
And since the wheels can still be understood as parts of a composite, it doesn't have to differ from aggregation in code.

Any reason not use use a singleton "variable" in Swift?

For Sept 2015, here's exactly how you make a singleton in Swift:
public class Model
{
static let shared = Model()
// ( for ocd friends ... private init() {} )
func test()->Double { print("yo") }
}
then elsewhere...
blah blah
Model.shared.test()
No problem.
However. I add this little thing...
public let model = Model.shared
public class Model
{
static let shared = Model()
func test()->Double { print("yo") }
}
then, you can simply do the following project-wide:
blah blah
model.test()
Conventional idiom:
You see Model.shared.blah() everywhere in the code.
"My" idiom:
You see model.blah() everywhere in the code.
So, this results in everything looking pretty!
This then, is a "macro-like" idiom.
The only purpose of which is to make the code look pretty.
Simplifying appearances of ImportantSystem.SharedImportantSystem down to importantSystem. throughout the project.
Can anyone see any problems with this idiom?
Problems may be technical, stylistic, or any other category, so long as they are really deep.
As a random example, here's an "article in singletons in Swift" that happens to also suggest the idea: https://theswiftdev.com/swift-singleton-design-pattern/
Functionally, these are very similar, but I'd advise using the Model.shared syntax because that makes it absolutely clear, wherever you use it, that you're dealing with a singleton, whereas if you just have that model global floating out there, it's not clear what you're dealing with.
Also, with globals (esp with simple name like "model"), you risk of having some future class that has similarly named variables and accidentally reference the wrong one.
For a discussion about the general considerations regarding globals v singletons v other patterns, see Global Variables Are Bad which, despite the fairly leading title, presents a sober discussion, has some interesting links and presents alternatives.
By the way, for your "OCD friends" (within which I guess I must count myself, because I think it's best practice), not only would declare init to be private, but you'd probably declare the whole class to be final, to avoid subclassing (at which point it becomes ambiguous to what shared references).
There are a few things to look out for when using this approach:
The global variable
A global variable in itself is no big deal, but if you have quite some global variables, you might have trouble with autocompletion, because it will always suggest these global variables.
Another problem with global variables is that you could have another module in your application (written by you or otherwise) define the same global variable. This causes problems when using these 2 modules together. This can be solved by using a prefix, like the initials of your app.
Using global variables is generally considered bad practice.
The singleton pattern
A singleton is helpful when working with a controller, or a repository. It is once created, and it creates everything it depends on. There can be only one controller, and it opens only one connection to the database. This avoids a lot of trouble when working with resources or variables that need to be accessed from throughout your app.
There are downsides however, such as testability. When a class uses a singleton, that class' behaviour is now impacted by the singletons behaviour.
Another possible issue is thread safety. When accessing a singleton from different threads without locking, problems may arise that are difficult to debug.
Summary
You should watch out when defining global variables and working with singletons. With the appropriate care, not many problems should arise.
I can't see a single downside to this approach:
You can use different variables for different parts of the program (-> No namespace cramming if you don't like this I guess)
It's short, pretty, easy to use and makes sense when you read it. Model.shared.test() doesn't really make sense if you think about it, you just want to call test, why would I need to call shared when I just need a function.
It uses Swift's lazy global namespace: The class gets allocated and initialized when you use it the first time; if you never use it, it doesn't even get alloced/inited.
In general, setting aside the exact idiom under discussion, regarding the use of singletons:
Recall that, of course, instead of using static var shared = Model() as a kind of macro to a singleton, as suggested in this Q, you can just define let model = Model() which simply creates a normal global (unrelated to singletons).
With Swift singletons, there has been discussion that arguably you want to add a private init() {} to your class, so that it only gets initialized once (noting that init could still be called in the same file).
Of course in general, when considering use of a singleton, if you don't really need a state and the class instance itself, you can simply use static functions/properties instead. It's a common mistake to use a singleton (for say "calculation-like" functions) where all that is needed is a static method.

Haxe: how to declare "static" methods in an Interface?

This question has been asked (and probably answered) in the old Haxe forums on babble ... but it appears that that entire forum system no longer functions. Therefore, I'm asking here:
In Haxe, I need to declare an "Interface" to a class which includes a static function, "instance()." But when I do so:
You can't declare static fields in interfaces
So I remove the word "static" from public function instance() [...], and I get this:
Field instance needed by [...] is missing.
Apparently a "Catch-22." But there obviously must be some easy solution. What is it?
As you stated the language doesn't allow for static fields on interfaces. The choice is intentional. Another thing that doesn't exist is inheriting static fields.
There are several ways to structure your code to avoid such usage that in my point of view it doesn't give you many advantages. A factory pattern or DI approach (I suggest the minject library) seems the most obvious.
Given the comment below go for a typedef instead of an interface:
typedef GetInstance = Void -> Void;
You can pass that typedef around the same as an interface with the advantage that you can use both static and instance methods to satisfy that signature.
Check out the Singleton library. Any class that implements Singleton will automatically declare a static "instance" variable and corresponding getter function.
Note: as of this writing, the Haxelib version (1.0.0) is out of date. Download the Git version instead.

How do I use classes?

I'm fairly new to programming, and there's one thing I'm confused by. What is a class, and how do I use one? I understand a little bit, but I can't seem to find a full answer.
By the way, if this is language-specific, then I'm programming in PHP.
Edit: There's something else I forgot to say. Specifically, I meant to ask how defining functions are used in classes. I've seen examples of PHP code where functions are defined inside classes, but I can't really understand why.
To be as succinct as possible: a class describes a collection of data that can perform actions on itself.
For example, you might have a class that represents an image. An object of this class would contain all of the data necessary to describe the image, and then would also contain methods like rotate, resize, crop, etc. It would also have methods that you could use to ask the object about its own properties, like getColorPalette, or getWidth. This as opposed to being able to directly access the color pallette or width in a raw (non-object) data collection - by having data access go through class methods, the object can enforce constraints that maintain consistency (e.g. you shouldn't be able to change the width variable without actually changing the image data to be that width).
This is how object-oriented programming differs from procedural programming. In procedural programming, you have data and you have functions. The functions act on data, but there's no "ownership" of the data, and no fundamental connection between the data and the functions which make use of it.
In object-oriented programming, you have objects which are data in combination with actions. Each type of data has a defined set of actions that it can perform on itself, and a defined set of properties that it allows functions and other objects to read and write in a defined, constraint-respecting manner.
The point is to decouple parts of the program from each other. With an Image class, you can be assured that all of the code that manipulates the image data is within the Image class's methods. You can be sure that no other code is going to be mucking about with the internals of your images in unexpected ways. On the other hand, code outside your image class can know that there is a defined way to manipulate images (resize, crop, rotate methods, etc), and not have to worry about exactly how the image data is stored, or how the image functions are implemented.
Edit: And one more thing that is sometimes hard to grasp is the relationship between the terms "class" and "object". A "class" is a description of how to create a particular type of "object". An Image class would describe what variables are necessary to store image data, and give the implementation code for all of the Image methods. An Image object, called an "instance" of an image class, is a particular use of that description to store some actual data. For example, if you have five images to represent, you would have five different image "objects", all of the same Image "class".
Classes is a term used in the object oriented programming (OOP) paradigm. They provide abstraction, modularity and much more to your code. OOP is not language specific, other examples of languages supporting it are C++ and Java.
I suggest youtube to get an understanding of the basics. For instance this video and other related lectures.
Since you are using PHP I'll use it in my code examples but most everything should apply.
OOP treats everything as an object, which is a collection of methods (functions) and variables. In most languages objects are represented in code as classes.
Take the following code:
class person
{
$gender = null;
$weight = null;
$height = null;
$age = null;
$firstName = null;
$lastName = null;
function __CONSTRUCT($firstName, $lastName)
{
//__CONSTRUCT is a special method that is called when the class is initialized
$this->firstName = $firstName;
$this->lastName = $lastName;
}
}
This is a valid (if not perfect) class when you use this code you'll first have to initailize an instance of the class which is like making of copy of it in a variable:
$steve = new person('Steve', 'Jobs');
Then when you want to change some property (not technicaly the correct word as there are no properties in PHP but just bear with me in this case I mean variable). We can access them like so:
$steve->age = 54;
Note: this assumes you are a little familiar with programming, which I guess you are.
A class is like a blueprint. Let's suppose you're making a game with houses in it. You'd have a "House" class. This class describes the house and says what can it do and what can be done to it. You can have attributes, like height, width, number of rooms, city where it is located, etc. You can also have "methods" (fancy name for functions inside a class). For example, you can have a "Clean()" method, which would tell all the people inside the house to clean it.
Now suppose someone is playing your game and clicks the "make new house" button. You would then create a new object from that class. In PHP, you'd write "$house = new House;", and now $house has all the attributes and methods of a class.
You can make as many houses as you want, and they will all have the same properties, which you can then change. For example, if the people living in a house decide to add one more room, you could write "$house->numberOfRooms++;". If the default number of rooms for a house was 4, this house would have 5 rooms, and all the others would have 4. As you can see, the attributes are independent from one instance to another.
This is the basics; there is a lot more stuff about classes, like inheritance, access modifiers, etc.
Now, you may ask yourself why is this useful. Well, the point of Object Oriented Programming (OOP) is to think of all the things in the program as independent objects, trying to design them so they can be used regardless of context. For example, your house may be a standalone variable, may be inside an array of houses. If you have a "Person" class with a "residence" attribute, then your house may be that attribute.
This is the theory behind classes and objects. I suggest you look around for examples of code. If you want, you can look at the classes I made for a Pong game I programmed. It's written in Python and may use some stuff you don't understand, but you will get the basic idea. The classes are here.
A class is essentially an abstraction.
You have built-in datatypes such as "int" or "string" or "float", each of which have certain behavior, and operations that are possible.
For example, you can take the square root of a float, but not of a string. You can concatenate two strings, or you can add two integers. Each of these data types represent a general concept (integers, text or numbers with a fixed number of significant digits, which may or may not be fractional)
A class is simply a user-defined datatype that can represent some other concept, including the operations that are legal on it.
For example, we could define a "password" class which implements the behavior expected of a password. That is, we should be able to take a text string and create a password from it. (If I type 'secret02', that is a legal password). It should probably perform some verification on this input string, making sure that it is at least N characters long, and perhaps that it is not a dictionary word. And it should not allow us to read the password. (A password is usually represented as ****** on the screen). Instead, it should simply allow us to compare the password to other passwords, to see if it is identical.
If the password I just typed is the same as the one I originally signed up with, I should be allowed to log in. But what the password actually is, is not something the application I'm logging in to should know. So our password class should define a comparison function, but not a "display" function.
A class basically holds some data, and defines which operations are legal on that data. It creates an abstraction.
In the password example, the data is obviously just a text string internally, but the class allows only a few operations on this data. It prevents us from using the password as a string, and instead only allows the specific operations that would make sense for a password.
In most languages, the members of a class can be either private or public. Anything that is private can only be accessed by other members of the class. That is how we would implement the string stored inside the password class. It is private, so it is still visible to the operations we define in the class, but code outside the class can not just access the string inside a password. They can only access the public members of the class.
A class is a form of structure you could think of, such as int, string and so forth that an instance can be made from using object oriented programming language. Like a template or blueprint the class takes on the structure. You write this structure with every association to the class. Something from a class would be used as an object instance in the Main() method where all the sysync programming steps take place.
This is why you see people write code like Car car = new Car();to draw out a new object from a class. I personally do not like this type of code, its very bad and circular and does not explain which part is the class syntax (arrangement). Too bad many programmers use this syntax and it is difficult for beginners to understand what they are perceiving.
Think of this as,
CarClass theCar = new CarClass(); //
The class essentially takes on the infinitely many forms. You can write properties that describe the CarClass and every car generated will have these. To get them from the property that "gets" what (reads) and "sets" what (writes) data, you simply use the dot operator on the object instance generates in the Main() and state the descriptive property to the actual noun. The class is the noumenon (a word for something like math and numbers, you cannot perceive it to the senses but its a thought like the #1). Instead of writing each item as a variable the class enables us to write a definition of the object to use.
With the ability to write infinitely many things there is great responsibility! Like "Hello World!" how this little first statement says much about our audience as programmers.
So
CarClass theCar = new CarClass(); //In a way this says this word "car" will be a car
theCar.Color = red; //Given the instance of a car we can add that color detail.
Now these are only implementations of the CarClass, not how to build one.
You must be wondering what are some other terms, a field, constructor, and class level methods and why we use them and indexing.
A field is another modifier on a property. These tend to be written on a private class level so nothing from the outside affects it and tends to be focused on the property itself for functionality. It is in another region where you declare it usually with an underscore in front of it. The field will add constraints necessary to maintain data integrity meaning that you will prevent people from writing values that make no sense in the context. (Like real like measurements in the negative... that is just not real.)
The Constructor
The easiest way to describe a constructor is to make claims to some default values on the object properties where the constructor scope is laid. In example a car has a color, a max speed, a model and a company. But what should these values be and should some be used in millions of copies from the CarClass or just a few? The constructor enables one to do this, to generate copies by establishing a basic quality. These values are the defaults assigned to a property in a constructor block. To design a constructor block type ctor[tab][tab]. Inside this simply refer to those properties you write above and place an assigned value on it.
Color = “Red”;
If you go to the main() and now use the car.Color property in any writing output component such as a the console window or textbox you should see the word “Red”. The details are thus implicit and hidden. Instead of offering every word from a book you simply refer to the book then the computer gets the remaining information. This makes code scripts compact and easy to use.
The Class level method should explain how to do some process over and over. Typically a string or some writing you can format some written information for a class and format it with placeholders that are in the writing to display that are represented with your class properties. It makes sense when you make an object instance then need to use the object to display the details in a .ToString() form. The class object instance in a sense can also contain information like a book or box. When we write .ToString() with a ToString override method at class level it will print your custom ToString method and how it should explain the code. You can also write a property .ToString() and read it. This below being a string should read fine as it is...
Console.Writeline(theCar.Color);
Once you get many objects, one at a time you can put them in a list that allows you to add or remove them. Just wait...
Here's a good page about Classes and Objects:
http://ficl.sourceforge.net/oo_in_c.html
This is a resource which I would kindly recommend
http://www.cplusplus.com/doc/tutorial/
not sure why, but starting with C++ to apply OOP might be natural prior of any other language, the above link helped me a lot when I started at least.
Classes are a way programmers mark their territory on code.
They are supposedly necessary for writing big projects.
Linus and his team must have missed that memo developing the linux kernel.
However, they can be good for organization and categorizing code I guess.
It makes it easier to navigate code in an ide such as visual studio with the object browsers.
Here are some usage demonstrations of classes in 31 languages on rosettacode
First of all back to the definitions:
Class definition:
Abstract definition of something, an user-type, a blueprint;
Has States / Fields / Properties (what an object knows) and Methods / Behaviors / Member Functions (what an object does);
Defines objects behavior and default values;
Object definition:
Instance of a Class, Repository of data;
Has a unique identity: the property of an object that distinguishes it from other objects;
Has its own states: describes the data stored in the object;
Exhibits some well defined behavior: follows the class’s description;
Instantiation:
Is the way of instantiate a class to create an object;
Leaves the object in a valid state;
Performed by a constructor;
To use a class you must instantiate the class though a contructor. In PHP a straight-forward example could be:
<?php
class SampleClass {
function __construct() {
print "In SampleClass constructor\n";
}
}
// In SampleClass constructor
$obj = new SampleClass ();
?>