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Presentation of Part III

The third part of this work is dedicated to application development and describes two ways of organizing applications: modules and objects. The goal is to easily structure an application for incremental and rapid development, maintenance facilitated by the ability to change gracefully, and the possibility of reusing large parts for future development.

We have already presented the language's predefined modules (8) viewed as compilation units. Objective CAML's module language supports on the one hand the definition of new simple modules in order to build one's own libraries, perhaps including abstract types, and on the other hand the definition of modules parameterized by other modules, called functors. The advantage of this parameterization lies in being able to ``apply'' a module to different argument modules in order to create specialized modules. Communication between modules is thus explicit, via the parameter module signature, which contains the types of its global declarations. However, nothing stops you from applying a functor to a module with a more extended signature, as long as it remains compatible with the specified parameter signature.

Besides, the Objective CAML language has an object-oriented extension. First of all object-oriented programming permits structured communication between objects. Rather than applying a function to some arguments, one sends a message (a request) to an object which knows how to deal with it. The object, an instance of a class (a structure gathering together data and methods), then executes the corresponding code. The main relation between classes is inheritance, which lets one describe subclasses which retain all the declarations of the ancestor class. Late binding between the name of a message and the corresponding code within the object takes place during program execution. Nevertheless Objective CAML typing guarantees that the receiving object will always have a method of this name, otherwise type inference would have raised a compile-time error. The second important relation is subtyping, where an object of a certain class can always be used in place of an object of another class. In this way a new type of polymorphism is introduced: inclusion polymorphism.

Finally the construction of a graphical interface, begun in chapter 5, uses different event management models. One puts together in an interface several components with respect to which the user or the system can produce events. The association of a component with a handler for one or more events taking place on it allows one to easily add to and modify such interfaces. The component-event-handler association can be cloaked in several forms: definition of a function (called a callback), inheritance with redefinition of handler methods, or finally registration of a handling object (delegation model).

Chapter 14 is a presentation of modular programming. The different prevailing terminologies of abstract data types and module languages are explained and illustrated by simple modules. Then the module language is detailed. The correspondence between modules (simple or not) and compilation units is made clear.

Chapter 15 contains an introduction to object-oriented programming. It brings a new way of structuring Objective CAML programs, an alternative to modules. This chapters shows how the notions of object-oriented programming (simple and multiple inheritance, abstract classes, parameterized classes, late binding) are articulated with respect to the language's type system, and extend it by the subtyping relation to inclusion polymorphism.

Chapter 16 compares the two preceding software models and explains what factors to consider in deciding between the two, while also demonstrating how to simulate one by the other. It treats various cases of mixed models. Mixing leads to the enrichment of each of these two models, in particular with parameterized classes using the abstract type of a module.

Chapter 17 presents two classes of applications: two-player games, and the construction of a world of virtual robots. The first example is organized via various parameterized modules. In particular, a parameterized module is used to represent games for application of the minimax ab algorithm. It is then applied to two specific games: Connect 4 and Stone Henge. The second example uses an object model of a world and of abstract robots, from which, by inheritence, various simulations are derived. This example is presented in chapter 21.




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