Objects and Classes
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Sound Invariant Checking Using Type Modifiers and Object Capabilities
Sound Invariant Checking Using Type Modifiers and Object Capabilities. Isaac Oscar Gariano Victoria University of Wellington [email protected] Marco Servetto Victoria University of Wellington [email protected] Alex Potanin Victoria University of Wellington [email protected] Abstract In this paper we use pre existing language support for type modifiers and object capabilities to enable a system for sound runtime verification of invariants. Our system guarantees that class invariants hold for all objects involved in execution. Invariants are specified simply as methods whose execution is statically guaranteed to be deterministic and not access any externally mutable state. We automatically call such invariant methods only when objects are created or the state they refer to may have been mutated. Our design restricts the range of expressible invariants but improves upon the usability and performance of our system compared to prior work. In addition, we soundly support mutation, dynamic dispatch, exceptions, and non determinism, while requiring only a modest amount of annotation. We present a case study showing that our system requires a lower annotation burden compared to Spec#, and performs orders of magnitude less runtime invariant checks compared to the widely used ‘visible state semantics’ protocols of D, Eiffel. We also formalise our approach and prove that such pre existing type modifier and object capability support is sufficient to ensure its soundness. 2012 ACM Subject Classification Theory of computation → Invariants, Theory of computation → Program verification, Software and its engineering → Object oriented languages Keywords and phrases type modifiers, object capabilities, runtime verification, class invariants Digital Object Identifier 10.4230/LIPIcs.CVIT.2016.23 1 Introduction Object oriented programming languages provide great flexibility through subtyping and arXiv:1902.10231v1 [cs.PL] 26 Feb 2019 dynamic dispatch: they allow code to be adapted and specialised to behave differently in different contexts. -
CS 403/503: Programming Languages
BNF for <expression> <expression> → identifier | number | CS 403 -<expression> | (<expression>) | <expression><operator><expression> Organization of Programming Languages <operator> → + | - | * | / Class 3 - August 30, 2001 Topics For Today Parse Tree Review of BNF (Chapter 2.1) Derivations and parse trees (Chapter 2.1) Binding time (Chapter 3.1) Object lifetime and storage slope * x + intercept management (Chapter 3.2) BNF Concept Review Another Parse Tree Terminal symbols: Actual items that are part of the language (0,1,+,-,*,/,etc.) Non-Terminal symbols: <expr>, <op>, etc. Rule/production: A single line of BNF Alternatives: Expressed with | Also: slope * x + intercept *: 0 or more occurrences +:1 or more occurrences 1 Binding Lifetimes • Binding lifetime: The period of time Def: A binding is an association, such between the creation and destruction of a as between an attribute and an entity, name-to-object binding • Object lifetime: The period of time or between an operation and a between the creation and destruction of symbol. an object • These don’t necessarily coincide Def: Binding time is the time at which a • EX. Reference parameters binding takes place. Possible binding times Object Lifetimes… 1. Language design time--e.g., bind operator …correspond to one of three principal symbols to operations 2. Language implementation time--e.g., bind fl. pt. storage allocation mechanisms: type to a representation Static objects: Object lifetime = program 3. Compile time--e.g., bind a variable to a type in C execution. Object bound to one storage or Java location from load time on. 4. Load time--e.g., bind a FORTRAN 77 variable to a memory cell (or a C static variable) Stack objects: Object lifetime = subroutine 5. -
Method Proxy-Based AOP in Scala
Vol. 0, No. 0, Z Method Proxy-Based AOP in Scala Daniel Spiewak and Tian Zhao University of Wisconsin – Milwaukee, fdspiewak,[email protected] This paper describes a fully-functional Aspect-Oriented Programming framework in Scala – a statically typed programming language with object-oriented and func- tional features. This framework is implemented as internal domain-specific lan- guages with syntax that is both intuitive and expressive. The implementation also enforces some static type safety in aspect definitions. 1 INTRODUCTION Aspect-Oriented Programming (AOP) implementations such as AspectJ provide language extensions of pointcuts and advices to insert code of crosscutting concerns into the base program through bytecode transformation. In this paper, we describe a framework to implement an AOP extension to the Scala language [13] using higher-order functions as AOP proxies 1. This framework allows programmers to specify pointcuts and aspects using a Domain Specific Language (DSL) [5] embedded within Scala. Our technique uses Scala’s higher-order functions to intercept method calls with minimal syntactic overhead imposed on the base program. This framework allows developers to define pointcuts by specifying class types and method signatures. The framework also allows access to context variables, while aspects can insert advice code before or after the advised body. The rest of the paper is organized as follows: In Section2, we present the main idea using an example. Section3 explains the syntax of pointcuts and advices. Section4 ex- plains the implementation details. We discuss the benefits and tradeoffs of our framework in Section5. and related works are in Section6. 2 EXAMPLE AOP enables developers to write code that is modularized to a point beyond the capabil- ities of vanilla object-oriented design. -
AP Computer Science Basic OOP — Implementing Classes
AP Computer Science Basic OOP — Implementing Classes ORIENTATION Object-oriented programming (OOP) refers to the organization of data into classes, categories that represent a given type of “object.” An object can be a model of a real-life thing like a car, a six-sided die, or a person, or it can be a representation of something more abstract like a point in space, a menu item, or a digital clipboard. An object that belongs to a given class is called an instance of that class, and any instance of a class keeps track of its state using instance variables, or attributes. The object is created when its constructor is called, and can be interacted with by calling its methods, which may access data (accessor methods, or “getters”) or alter the object’s data (mutator methods, or “setters”). There are two important theoretical concepts in OOP: abstraction and encapsulation. Objects and the classes they belong to act as abstractions of the things they represent: a Java class called Person isn’t actually a person, of course, but a simplified representation of a person in terms of a limited number of qualities (name and age, perhaps). Other details such as hair color, nationality, and gender identity aren’t included in our abstraction of a person. Encapsulation refers to the way that a class and its methods hide away the details of a process. Someone using a QuadraticFormula class can call the hasSolutions() method to find out whether their equation has solutions without knowing what a discriminant is. The programmer and the class she has written have hidden that information away in a metaphorical “black box.” Basic OOP consists primarily of implementing classes: writing the JavaDocs, class header, constructors, attributes, and methods for an object as specified. -
C++/CLI Language Specification
Ecma/TC39-TG5/2004/25 C++/CLI Language Specification Working Draft 1.5, Jun, 2004 Public Review Document Text highlighted like this indicates a placeholder for some future action. It might be a note from the editor to himself, or an indication of the actual or expected direction of some as-yet open issue. Note: In the spirit of the "Working Draft, Standard for Programming Language C++", this is an early draft. It’s known to be incomplet and incorrekt, and it has lots of bad formatting. Publication Time: 6/17/2004 11:44 PM Table of Contents Table of Contents Introduction....................................................................................................................................................xi 1. Scope............................................................................................................................................................. 1 2. Conformance ............................................................................................................................................... 2 3. Normative references .................................................................................................................................. 3 4. Definitions .................................................................................................................................................... 4 5. Notational conventions................................................................................................................................ 7 6. Acronyms and abbreviations -
C# Programming in Depth Lecture 4: Garbage Collection & Exception
Chair of Software Engineering C# Programming in Depth Prof. Dr. Bertrand Meyer March 2007 – May 2007 Lecture 4: Garbage Collection & Exception Handling Lisa (Ling) Liu Overview Scope and lifetime Garbage collection mechanism Exception handling C# programming lecture 4: Garbage Collection & Exception Handling 2 Scope and lifetime Scope of a variable is portion of program text within which it is declared ¾ Need not be contiguous ¾ In C#, is static: independent of data Lifetime or extent of storage is portion of program execution during which it exists ¾ Always contiguous ¾ Generally dynamic: dependent on data Class of lifetime ¾ Static: entire duration of program ¾ Local or automatic: duration of call or block execution (local variable) ¾ Dynamic: From time of allocation statement (new) to deallocation, if any. C# programming lecture 4: Garbage Collection & Exception Handling 3 Object lifetime in C# Memory allocation for an object should be made using the “new” keyword Objects are allocated onto the managed heap, where they are automatically deallocated by the runtime at “some time in the future” Garbage collection is automated in C# Rule: Allocate an object onto the managed heap using the new keyword and forget about it C# programming lecture 4: Garbage Collection & Exception Handling 4 Object creation When a call to new is made, it creates a CIL “newobj” instruction to the code module public static int Main (string[] args) { Car c = new Car(“Viper”, 200, 100); } IL_000c: newobj instance void CilNew.Car::.ctor (string, int32, -
Learn Objective–C on The
CYAN YELLOW SPOT MATTE MAGENTA BLACK PANTONE 123 C BOOKS FOR PROFESSIONALS BY PROFESSIONALS® Companion eBook Available Learn Objective-CLearn • Learn the native programming language for Mac OS X, Everything You Need to Know as well as the iPhone! to Become an Objective-C Guru • Get up and running quickly with Objective-C. We don’t waste time teaching you basic programming; instead, we focus on what makes Objective-C di!erent and cool. • Learn about sophisticated programming concepts, including object-oriented programming, the Open-Closed Principle, refactoring, key-value coding, and predicates. n this book, you’ll !nd a full exploration of the Objective-C programming Ilanguage, the primary language for creating Mac OS X and iPhone applica- tions. There are goodies here for everyone, whether you’re just starting out as a Mac developer or a grizzled programmer coming from another language. You’ll discover all of the object-oriented purity and Smalltalk heritage coolness of Objective-C—such as instantiation, protocols for multiple inheritance, dynamic typing, and message forwarding. Along the way, you’ll meet Xcode, the Mac development environment, and you’ll learn about Apple’s Cocoa toolkit. on the Nearly everyone wants to be able to develop for Mac OS X or the iPhone these days, and it’s no wonder. The Mac is a fun and powerful platform, and Objective-C is a wonderful language for writing code. You can have a great time programming the Mac in Objective-C. We do, and want you to join us! Mark Dalrymple is a longtime Mac and Unix programmer who has Mac code running all over the world. -
An Empirical Study on Encapsulation and Refactoring in the Object-Oriented Paradigm
Declaration of Authorship I certify that the work presented here is, to the best of my knowledge and belief, original and the result of my own investigations, except as acknowledged, and has not been submitted, either in part or whole, for a degree at this or any other University. Rajaa Najjar Date: 10 September 2008 An Empirical Study on Encapsulation and Refactoring in the Object-Oriented Paradigm by Rajaa Najjar A Thesis Submitted in Fulfilment of the Requirements for the Degree of Doctor of Philosophy in the University of London September, 2008 School of Computer Science and Information Systems Birkbeck, University of London 1 Abstract Encapsulation lies at the heart of the Object-Oriented (OO) paradigm by regulating access to classes through the private, protected and public declaration mechanisms. Refactoring is a relatively new software engineering technique that is used to improve the internal structure of software, without necessarily affecting its external behaviour, and embraces the OO paradigm, including encapsulation. In this Thesis, we empirically study encapsulation trends in five C++ and five Java systems from a refactoring perspective. These systems emanate from a variety of application domains and are used as a testbed for our investigations. Two types of refactoring related to encapsulation are investigated. The ‘Encapsulate Field’ refactoring which changes a declaration of an attribute from public to private, thus guarding the field from being accessed directly from outside, and the ‘Replace Multiple Constructors with Creation Methods’ refactoring; the latter is employed to remove code ‘bloat’ around constructors, improve encapsulation of constructors and improve class comprehension through the conversion of constructors to normal methods. -
Generating Object Lifetime Traces with Merlin
Generating Object Lifetime Traces with Merlin MATTHEW HERTZ University of Massachusetts, Amherst STEPHEN M BLACKBURN Australian National University J ELIOT B MOSS University of Massachusetts, Amherst KATHRYN S McKINLEY University of Texas at Austin and DARKO STEFANOVIC´ University of New Mexico ÈÖÓÖÑÑÖ× Ö ÛÖØÒ ÖÔÐÝ ÖÓÛÒ ÒÙÑ Ö Ó ÔÖÓÖÑ× Ò Ó Ø ÐÒÙ׸ × ÂÚ Ò ¸ ØØ ÖÕÙÖ Ö Ö Ò ×ÑÙÐØÓÒ ×Ô ÜÔÐÓÖØÓÒ ÙÔ Ý ÒÐÒ Ô Ö ÙÒÖרÒÒ× Ó Ó ÐØÑ ÚÓÖ Ò Ò ×Ò Ó ÒÛ Ö ÐÓÖØÑ׺ ÏÒ ÒÖØÒ Ô Ø ÖÙØ¹ÓÖ ÑØÓ Ó Ó ÐØÑ× ÖÕÙÖ× ÛÓÐ¹Ô Ö Ø ÚÖÝ Ô ÓØÒØÐ Ô ÓÒØ Ò Ø ÔÖÓÖѺ Ø× ÔÖÓ × ÔÖÓØÚÐÝ ÜÔ Ò×Ú¸ Ö× ÓØÒ ÒÙÐØ Ý ÓÒÐÝ Ô ÖÓ ¸ ºº¸ ÚÖÝ ¿¾Ã ÝØ× Ó ÐÐÓ Ù× Ö Û Ï ÜØÒ Ø ×ØØ Ó Ø ÖØ ÓÖ ×ÑÙÐØÒ Ö ÐÓÖØÑ× Ò ØÛÓÛÝ׺ Öר¸ ÚÐÓÔ ÑØÓ ÓÐÓÝ ÓÖ ×ÑÙÐØÓÒ ×ØÙ× Ó ÝÒ Ö Ò ÔÖ×ÒØ Ö×ÙÐØ× ×ÓÛÒ Ø Ó ÖÒÙÐÖØÝ ÓÒ Ø× ×ÑÙÐØÓÒ׺ Ï ×ÓÛ ØØ ÖÒÙÐÖØÝ ÓØÒ ×ØÓÖØ× ×ÑÙÐØ Ö Ö×ÙÐØ× ÛØ Ô Û ÓÖ Ó ÔÖ×ÒØ Ò Ñ×ÙÖ Ø Ô Ó ÒÛ ÐÓÖØÑ ÅÖÐÒ ÐØÑ׺ ÅÖÐÒ ØÑרÑÔ× Ó Ò ÐØÖ Ù×× Ø ØÑרÑÔ× Ó Ó ØÓ ÛÒ ØÝ º Ì ÅÖÐÒ ÐÓÖØÑ × ÓÒ Ö Ô ÖÓÖÑ Ý Ø × ÖÑÒØÐ Ö×ÙÐØ× ×ÓÛ ØØ ÅÖÐÒ ÒÖØ ÓÚÖ ØÛÓ ÓÖÖ× Ó ÑÒØÙ ×Ý×ØÑº ÜÔ ×ØÖ ØÒ Ø ÑØÓ ØÖ ÚÖÝ Ó ÐÐÓ Ï Ð×Ó Ù× ÅÖÐÒ ØÓ ÔÖÓ Ú×ÙÐÞØÓÒ× Ó Ô ÚÓÖ ØØ ÜÔ Ó× ÒÛ Ó ÐØÑ ÚÓÖ׺ Categories and Subject Descriptors: D.3.4 [Programming Languages]: Processors—memory management (gar- bage collection) ÒÖÐ ÌÖÑ× ÐÓÖØÑ׸ ÄÒÙ׸ È ØÓÒÐ ÃÝ ÏÓÖ× Ò ÈÖ×× Ö ×Ò¸ Ó ÐØÑ ÒÐÝ×׸ ÒÖØÓÒ This work is supported by NSF grants CCR-0219587, ITR CCR-0085792, EIA-0218262, EIA-9726401, EIA- 030609, EIA-0238027, EIA-0324845, DARPA F33615-03-C-4106, Hewlett-Packard gift 88425.1, Microsoft Re- search, and IBM. -
Modern C++ Object-Oriented Programming
CPP Modern C++ Object-Oriented Programming ''Combine old and newer features to get the best out of the language'' Margit ANTAL 2020 C++ - Object-Oriented Programming Course content − Introduction to C++ − Object-oriented programming − Generic programming and the STL − Object-oriented design C++ - Object-Oriented Programming References − Bjarne Stroustrup, Herb Sutter, C++ Core Guidelines, 2017. rd − M. Gregoire, Professional C++, 3 edition, John Wiley & Sons, 2014. th − S. Lippman, J. Lajoie, B. E. Moo, C++ Primer, 5 edition, Addison Wesley, , 2013. th − S. Prata, C++ Primer Plus, 6 edition, Addison Wesley, 2012. − N. Josuttis, The C++ standard library. a tutorial and reference. Pearson Education. 2012. − A. Williams, C++ Concurrency in Action:Practical Multithreading. Greenwich, CT: Manning. 2012. Module 1 Introduction to C++ Introduction to C++ Content − History and evolution − Overview of the key features ● New built-in types ● Scope and namespaces ● Enumerations ● Dynamic memory: new and delete ● Smart pointers: unique_ptr, shared_ptr, weak_ptr ● Error handling with exceptions ● References ● The const modifier Introduction to C++ History and evolution − Creator: Bjarne Stroustrup 1983 − Standards: ● The first C++ standard − 1998 (C++98, major) − 2003 (C++03, minor) ● The second C++ standard − 2011 (C++11, major) – significant improvements in language and library − 2014 (C++14, minor) − 2017 (C++17, major) Introduction to C+ History and evolution − source: https://isocpp.org/std/status Introduction to C+ History and evolution − source: -
Name, Scope and Binding (2) in Text: Chapter 5
Name, Scope and Binding (2) In Text: Chapter 5 N. Meng, F. Poursardar Variable • A program variable is an abstraction of a memory cell or a collection of cells • It has several attributes – Name: A mnemonic character string – Address – Type 2 Variable Attributes (continued) • Storage Bindings – Allocation o Getting a memory cell from a pool of available memory to bind to a variable – Deallocation o Putting a memory cell that has been unbound from a variable back into the pool • Lifetime – The lifetime of a variable is the time during which it is bound to a particular memory cell 3 Object Lifetime and Storage Management • Key events: creation of objects, creation of bindings, references to variables (which use bindings), (temporary) deactivation of bindings, reactivation of bindings, destruction of bindings, and destruction of objects. • Binding lifetime: the period of time from creation to destruction of a name-to-object binding. • Object lifetime: the time between the creation and destruction of an objects is the object’s lifetime: – If object outlives binding it's garbage. – If binding outlives object it's a dangling reference. • Scope: the textual region of the program in which the binding is active; we sometimes use the word scope as a noun all by itself, without an indirect object. Lifetime • If an object’s memory binding outlives its access binding, we get garbage • If an object’s access binding outlives its memory binding, we get a dangling reference • Variable lifetime begins at allocation, and ends at deallocation either by the program or garbage collector 5 Categories of Variables by Lifetimes • Static • Stack-dynamic • Explicit heap-dynamic • Implicit heap-dynamic Storage Allocation Mechanisms • Static: objects are given an absolute address that is retained throughout the program’s execution. -
Pdf Merger Demo
A-PDF MERGER DEMO Philadelphia University Faculty of Information Technology Lecturer: Dr. Nadia Y. Yousif Software Engineering Department Coordinator: Dr. Nadia Y. Yousif Examination Paper Internal Examiner: Dr. Murad Maouch ………………………………………………………………………………………………………… Object-Oriented Paradigms (721112) - Section: 3 First Exam Date: November 28, 2006 First Semester - 2006/2007 Time: 50 Minutes ………………………………………………………………………………………………………… Information for Candidates 1. This examination paper contains 3 questions totalling 15 marks 2. The marks for parts of questions are shown in square brackets: e.g. [2 marks]. Advice to Candidates 1. You should attempt ALL questions. You should write your answers clearly. ………………………………………………………………………………………………………… I. Basic Notions Objectives: The aim of the question in this part is to evaluate your required minimal knowledge and understanding skills in the fundamentals of object oriented programming. Question 1 (5 marks) This question contains 5 multiple choice questions with each question worth 1 mark. You should write the letter A, B, C, or D in your answer sheet to indicate your correct answer. 1) One of the following is NOT TRUE about Object-Oriented Paradigms (OOPs): A) OOP is a set of techniques and processes focusing on how to analyse and model a real world problem and to design a solution. B) The intended benefits of OOP are to solve the “software” crisis, break complexity into small manageable chunks, and make software maintenance easier. C) OOP allows reuse of components – plug and play D) OOP solves the entire problem in one program. 2) Which point is FALSE from the following? A) A class is an object B) A class is a template or prototype that defines the composition and the behavior of all objects of certain kinds.