class Point
{
final double x;
final double y;
}
For a client, a natural way to construct a point would be new Point(x: ..., y: ...);. The author of the class might anticipate or know by analysis that many instances of Point actually have the same coordinates, so he could decide to improve the efficiency by sharing their representation. He should be able to do so without chaning the API, so the clients can still use new Point(x: ..., y: ...);. So he should be able to write a "creation method", for instance:
let Point origin = new Point(x: 0, y: 0);
Point new Point(double x, double y)
{
if (x == 0 && y == 0)
return origin;
else
return new Point(x: x, y: y);
}
The problem with this is the inside call to new Point(...). It will be a recursive call, and so will never finish (similarly, the value for origin would execute the creation method, which would try to read origin, which is not set yet). One solution would be to treat specially new inside a "creation method". However, this could get messy, and I would prefer a clean solution without such hacks. One idea is to give a special syntax for calling a "real constructor", ignoring creation methods with the same name. For instance:
let Point origin = Point.make(x: 0, y: 0);
Point new Point(double x, double y)
{
if (x == 0 && y == 0)
return origin;
else
return Point.make(x: x, y: y);
}
With this, we can treat creation methods as normal methods (except for parsing their name). "new Point" is a normal method, so we can define it in a Nicer way:
let Point origin = Point.make(x: 0, y: 0); Point new Point(double x, double y) = Point.make(x: x, y: y); new Point(0,0) = origin;One could be worried that allowing
Point.make is exposing a detail about a class: if a client uses it and the class changes so that there is no such "real constructor", then the client will break. However, I think this is fixable. First, the author of the class can provide a CustomConstructor?, which is also reachable with the Point.make syntax. Second, it should be possible to use visibility. Should Point.make be only package visible, not public? This part needs some more thought.
Another good aspect of the make syntax is that it suggest a syntax for CustomConstructors that differentiates them from creation methods:
Point.make(double angle, double distance) = new Point(x: ..., y: ...);It should even be possible to define Point.make as a normal method:
// Optimization for angle = 0 Point.make(0, distance) = new Point(x: distance, y: 0);One possible improvement is to allow creation method implementations without a declaration. In that case, the declaration would be taken by looking at matching constructors (custom or not). This would allow the following:
let Point origin = Point.make(x: 0, y: 0); new Point(0,0) = origin;This makes some sense because, from the clients point of view,
new Point exists even without a creation method declaration, and it defaults to the custructor. Would there be any drawback with this additional feature?
-- DanielBonniot - 18 Dec 2003
It's just struck me that what we're talking about here is very similar to Dylan's way of handling this problem. I'll include a reference here for comparison. Nice is very similar to Dylan in many ways, so it's not a bad idea to see what Dylan does when we have questions about what Nice should do.
Instance Creation and Initialization
-- BrynKeller - 18 Dec 2003
A different idea is to use super inside a creation method to refer to the real constructor. This would give the following version for the example:
class Point { double x; double y; }
let Point origin = new Point(x: 0, y: 0);
new Point(0,0) = origin || super;
||, but this is not specific to constructors. The equivalent code in a more traditional notation would be:
new Point(0,0) {
if (origin == null)
return origim;
else
return super;
}
new operator on a class-by-class basis. I think that is very confusing. When the expression new Point(...) is encountered we expect to have a new object allocated. In particular, it is always the case that
new Point(0,0) != new Point(0,0)The idea of object identity becomes unclear because it can't be described in terms of
new. Imagine the craziness that would ensue for something like IdentityHashMap<Point,T>.
Yes, you get less control over when a new object is created or not. But that's the idea: most of the time, you don't need to know, and giving you this control causes lots of problems, which is why it is advised to use factory methods. When you call a factory method, you don't know if a new object is created or not either.
Could you give an example of craziness that would ensue with IdentityHashMap<Point,T>?
new operator does not guarentee uniqueness w.r.t. object identity (System.identityHashCode(Object)).
let Point origin = new Point(x: 0, y: 0);
Point makePoint(double x, double y) = new Point(x: x, y: y);
makePoint(0.0, 0.0) = origin;
What we gain is that you don't need to defensively write all the code of a factory, just in case it turns out later. Either you do it in all cases, and a large proportion will be wasted effort (even with a good IDE, it's still cluttering the code), or you don't, and then you are stuck since clients started using new YourClass?, and you cannot make the changes that you need without breaking this API. I think these are the same benefits as for properties, where there is a known workaround (getters and setters), but it's a pain to have to do it by hand when the compiler could do it for you.
new Point(...) as equivalent to Point.getClass().getConstructor(...).newInstance(...). But, with the new system, we have don't have this symmetry:
True, but this is a rather lowlevel property, isn't it. How often would it be problematic? How often would the new system safe you work or let you improve your code without breaking the API?
new ... the equivalent of Java factory methods, and the other one the equivalent of Java's new. Since the latter is much rarer in my opinion, we would gain a lot by making it easier.
abstract class A { int getValue();
// more methods
}
class Zero extends A { int getValue() = 0;
// specialze other methods for ZERO
}
class Other extends A { final int value;
int getValue() = value;
// generic implementations for non-ZERO values
}
let Zero ZERO = new Zero();
Then we could have either:
new A(int value) = new Other(value: value);
new A(0) = ZERO;
or:
A makeA(int value) = new Other(value: value);
makeA(0) = ZERO;
I find the second version to be much easier to understand and it can already be done without any language changes. When VisibilityModifiers are implemented then the package author can mark all constructors private and then provide public factory methods like makePoint and makeA. I think this is a good practice anyway.
It's good practice in a language that provides no such feature as we are discussing. The whole point is to make this extra work unecessary.
Isn't the second easier to understand because you are used to it, while the first is a new proposal? Doesn't makeA look like a hack?
makeA to look like a hack to me. Anyway, I think the argument could be turned around as "Isn't using constructors easier to understand because you are used to it?"
class ColoredPoint { int color; }
new ColoredPoint(int color) = new ColoredPoint(color:color, x: 0.0, y:0.0);
The coder has specialized Point(0.0,0.0) but this specialization obviously cannot be used by the subclass. So, then you have two sets of rules for deciding what constructor implementation gets chosen (one for direct invocation, one for subclass invocation).
-- BrianSmith - 26 Jan 2004
Yes, this is the distinction between CustomConstructors and OverloadedConstructors?. new Point(0.0, 0.0) is an overloaded constructor, and you cannot use it to construct subclasses, in the same way that in Java, in a constructor you can use a parent constructor but not a parent factory method. Maybe we should say "factory method" instead of OverloadedConstructor??
-- DanielBonniot - 27 Jan 2004
class Foo { } { ... }
....
new Foo(Number n, Number n) { ... }
...
new Foo(Double d, Double d) { ... }
Is the second constructor above an overloaded constructor, a custom constructor, or a specialization (dispatch-wise) of the first constructor. Maybe you can tell just by reading the code. But, imagine that there are 50 lines of code where the ... lines are. Or, imagine now that all three elements are defined in seperate packages. Now how can you tell?
class Point
{
final double x;
final double y;
}
package A, version 2.0:
class Point
{
final double x;
final double y;
}
Point new Point(double x, double y)
{
if (x == 0 && y == 0)
return origin;
else
return new Point(x: x, y: y);
}
package B:
import A;
let Point myOrigin = new Point(x:0, y:0);
It seems like you can compile package B as a normal object instantiation (using the JVM's new instruction) against version 1.0 of package A. But, you cannot compile it that way against version 2.0 of package A. I believe that package B should not have to be recompiled due to this change in the implementation of package A, since package A's public interface is the same; that is, I should be able to compile package B against version 1.0 of A and then run package B's code against the compiled version of version 2.0 of A. So, it seems like you have to generate a thunk method equivelent to makePoint for both versions of package A.
I think it would be better to simply discourage people from directly constructing instances of classes from external packages by making all constructors protected by default, and requiring people to add code like:
// I can implement optimizations like the above in my
// factory method since the Point constructor is not public.
public Point makePoint(int x, int y) = new Point(x:x,y:y);
or:
// I cannot implement optimizations like the above since
// I am directly exposing a constructor to external packages.
public new Point(int x, int y);
This makes the language simpler to learn and makes the binary compatibility rules much easier to understand.
-- BrianSmith - 01 Feb 2004
So what you are advocating is exactly the same as Java, right?
new Point(x:1,y:2), or Point(x:1,y:2) using the syntax you suggested below) should be defined to always invoke factory methods, for the same reasons that motivated the PropertySyntax proposal.
class Point
{
final double x;
final double y;
}
// custom factory method
allocate Point(double x, double y)
{
if (x == 0 && y == 0)
return origin;
else
return construct Point(x: x, y: y);
}
// overloaded constructor
construct Point(double distance, double angle) {
construct(x: blah, y: blah);
// instead of "this(x: blah, y: blah);"
}
// class instance initializer for Point
initialize Point {
...
}
Then you would not overloading the new keyword for three different concepts any longer and you avoid ambiguity between overloaded constructors and factory methods.
-- BrianSmith - 02 Feb 2004
new for constructor declarations, and only the class name for factory method declarations. The idea is that a constructor is involved in the creation of a new instance, while factory methods might return an existing instance, null, ...
This would also avoid the ambiguity problem, without introducing those new keywords.
On the usage side, we do not want to distinguish, because the whole idea is that you can evolve the implementation without breaking the API.
We could also support Point(x: 1, y: 2) for calling constructors and factory methods (that is, without the new keyword), since that is a lighter syntax, and puts less stress on the creation of a new instance, which might not be the case anyway. But that's a change that can be done independently of the rest of the proposal.
-- DanielBonniot - 02 Feb 2004
Point(x: 1, y: 2) would always call a factory method. If a factory method has not been explicitly defined, then there is a compiler-generated one of the form Point(double x, double y) = new Point(x: x, y: y);. What would happen with the expression new Point(x:1, y:2)? Would it be disallowed (allowable only in factory methods from class Point), call a factory method, or directly call a constructor? Personally, I find the idea of new Point(x:1,y:2) expressions not creating a new instance to be confusing.
What would happen if there were multiple constructors defined for the class; would there be an auto-generated factory method for each one?
What would the exact syntax of a factory method be?:
// same syntax as other methods.
Point Point(double x, double y) { ... }
or
// assume the return type is Point.
Point(double x, double y) { ... }
The Point(x: 1, y: 2) syntax also matches the int('c') syntax already used for primitive types.
class Point
{
final double x;
final double y;
}
// custom factory method
Point(double x, double y)
{
if (x == 0 && y == 0)
return origin;
else
return new Point(x: x, y: y);
}
// overloaded/custom constructor
new Point(double distance, double angle) {
this(x: blah, y: blah);
}
// class instance initializer for Point.
// Perhaps the initializer should always
// appear in the class body so "initialize"
// doesn't become a keyword?
initialize Point {
...
}
-- BrianSmith - 02 Feb 2004
Point(...) instead of new Point(...) on the client side. But I think for a longish transition period both should be accepted. It would simply be breaking too much assumptions otherwise.
Yes, for each constructor for a given class, there will be a way to create a new instance with those parameters, so that's like an automatically generated factory method. And I think the syntax for factory methods should be just like normal methods. No need for specific treatmeant.
-- DanielBonniot - 03 Feb 2004
OK, I hope that we are getting to a conclusion. CustomConstructors are defined with the new Point(...) { ... } syntax. Later on, we will implement factory methods, defined with Point(...) { ... } syntax. At the call site, one always call a factory method (but that can be the one implicitely defined by a CustomConstructor?. We can also allow the syntax Point(...) for creating a Point, which will address the confusion that Bryn signaled, namely that new Point(...) might not create a new instance.
If there's agreement on this, then I'll release 0.9.6 soon with the current implementation of CustomConstructors, since they seem to fit with the global proposal (that is, source code working with the 0.9.6 release will work the same when the global proposal is implemented).
-- DanielBonniot - 08 Feb 2004
Sure, things make sense as far as I can tell. But, if you are going to recommend that people use Point(...) instead of new Point(...) then I recommend to make that change before you do any more releases. This includes updating the documentation and the examples. Also, are you planning to flag the new Point(...) syntax as deprecated? It seems confusing to have two syntaxes for the same thing, and then also have new Point(...) do three different things depending on the context.
-- BrianSmith - 08 Feb 2004
On the one hand, I agree that the earlier such new syntax is introduced the better. On the other hand, 0.9.6 has already been delayed a lot, because I did not want to release a feature that we were not quite sure was yet in its probable final version. Furthermore, it might be good to have the new creation syntax some time in development version. And it's purpose is especially evident with factory methods, which are not there yet either. We'll see if that can be implemented soon, but I want 0.9.6 released soon (it has several important bug fixes). In any case, we can only start changing documentation after a released version implements a feature.
-- DanielBonniot - 09 Feb 2004
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