Conclusion

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-The main point of this article is to consider the nature of an object's behavior as consisting of two aspects: the general behavior, provided by its class, and the behavior specific to a particular context in which the object is used. Conceptually, overriding in owner class is the '''''mechanism for separating the object's behavior specific to a particular context (role) from the behavior specific to its class'''''. Thus, overriding in owner class introduces a different way to organize the code defining the behavior. Looking at the examples within this article, one can see that it can make it easier to accomplish a variety of tasks, such as: to enforce class invariants concerning a member, as is done in the example with ''lee_jeans''; to create an object managing two-way input and output, as is done in the example with ''visual_cash''; to solve the updates issue, as is done in the example with ''working_girl''; to write a class for immediate reuse without implementing all the minor details, as in the example with ''circular_gauge''; to simplify and "objectify" the interface of a class, as in the example with ''int_property''.+The main point of this article is to consider the nature of an object's behavior as consisting of two aspects: the general behavior, provided by its class, and the behavior specific to a particular context in which the object is used. Conceptually, overriding in owner class is the '''''mechanism for separating the object's behavior specific to a particular context (role) from the behavior specific to its class'''''. Thus, overriding in owner class introduces a different way to organize the code defining the behavior. Looking at the examples within this article, one can see that it can make it easier to accomplish a variety of tasks, such as:
 + 
 +* to enforce class invariants concerning a member, as is done in the example with ''lee_jeans'';
 +* to create an object managing two-way input and output, as is done in the example with ''visual_cash'';
 +* to solve the updates issue, as is done in the example with ''working_girl'';
 +* to write a class for immediate reuse without implementing all the minor details, as in the example with ''circular_gauge'';
 +* to simplify and "objectify" the interface of a class, as in the example with ''int_property''.
Overriding in owner class can affect the way you create the designs, particularly in how you set up objects of unrelated classes to work together; how the processing of an action is split from its cause; how reusable classes are written. I think that this approach will help minimize dependencies between classes; reduce their need for updates; avoid redundant subclassing and dynamic structures; provide fuller control over class members. The ease with which this mechanism fits into C++ and the fact that it does not, in my opinion, create inconsistencies in the language makes me think that it logically and usefully extends the language. Overriding in owner class can affect the way you create the designs, particularly in how you set up objects of unrelated classes to work together; how the processing of an action is split from its cause; how reusable classes are written. I think that this approach will help minimize dependencies between classes; reduce their need for updates; avoid redundant subclassing and dynamic structures; provide fuller control over class members. The ease with which this mechanism fits into C++ and the fact that it does not, in my opinion, create inconsistencies in the language makes me think that it logically and usefully extends the language.

Revision as of 09:18, 3 February 2006

The main point of this article is to consider the nature of an object's behavior as consisting of two aspects: the general behavior, provided by its class, and the behavior specific to a particular context in which the object is used. Conceptually, overriding in owner class is the mechanism for separating the object's behavior specific to a particular context (role) from the behavior specific to its class. Thus, overriding in owner class introduces a different way to organize the code defining the behavior. Looking at the examples within this article, one can see that it can make it easier to accomplish a variety of tasks, such as:

  • to enforce class invariants concerning a member, as is done in the example with lee_jeans;
  • to create an object managing two-way input and output, as is done in the example with visual_cash;
  • to solve the updates issue, as is done in the example with working_girl;
  • to write a class for immediate reuse without implementing all the minor details, as in the example with circular_gauge;
  • to simplify and "objectify" the interface of a class, as in the example with int_property.

Overriding in owner class can affect the way you create the designs, particularly in how you set up objects of unrelated classes to work together; how the processing of an action is split from its cause; how reusable classes are written. I think that this approach will help minimize dependencies between classes; reduce their need for updates; avoid redundant subclassing and dynamic structures; provide fuller control over class members. The ease with which this mechanism fits into C++ and the fact that it does not, in my opinion, create inconsistencies in the language makes me think that it logically and usefully extends the language.

Acknowledgments

I am grateful to Vitaly Shmatikov for reviewing the draft of this paper and helping in its improvement.

References

[1] A. Potekhin “Implementation of Overriding in Owner Class.” [[1]]

[2] E. Gamma et al., “Design Patterns, Elements of Reusable Object-Oriented Software”


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