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You can define a class for graphical objects like this:
object class \ "object" is the parent class
selector draw ( x y graphical -- )
end-class graphical
This code defines a class graphical with an
operation draw. We can perform the operation
draw on any graphical object, e.g.:
100 100 t-rex draw
where t-rex is a word (say, a constant) that produces a
graphical object.
How do we create a graphical object? With the present definitions,
we cannot create a useful graphical object. The class
graphical describes graphical objects in general, but not
any concrete graphical object type (C++ users would call it an
abstract class); e.g., there is no method for the selector
draw in the class graphical.
For concrete graphical objects, we define child classes of the
class graphical, e.g.:
graphical class \ "graphical" is the parent class
cell% field circle-radius
:noname ( x y circle -- )
circle-radius @ draw-circle ;
overrides draw
:noname ( n-radius circle -- )
circle-radius ! ;
overrides construct
end-class circle
Here we define a class circle as a child of graphical,
with field circle-radius (which behaves just like a field
(see Structures); it defines (using overrides) new methods
for the selectors draw and construct (construct is
defined in object, the parent class of graphical).
Now we can create a circle on the heap (i.e.,
allocated memory) with:
50 circle heap-new constant my-circle
heap-new invokes construct, thus
initializing the field circle-radius with 50. We can draw
this new circle at (100,100) with:
100 100 my-circle draw
Note: You can only invoke a selector if the object on the TOS
(the receiving object) belongs to the class where the selector was
defined or one of its descendents; e.g., you can invoke
draw only for objects belonging to graphical
or its descendents (e.g., circle). Immediately before
end-class, the search order has to be the same as
immediately after class.