This is gst.info, produced by makeinfo version 4.5 from
/tmp/a/ports/lang/smalltalk/work/smalltalk-2.1.2/doc/gst-fixed.texi.

INFO-DIR-SECTION GNU Smalltalk
START-INFO-DIR-ENTRY
* GNU Smalltalk: (gst).                 The GNU Smalltalk environment.
END-INFO-DIR-ENTRY

This file documents GNU Smalltalk Version 2.1.2.  It was last updated
on 12 December 2002.

   Copyright (C) 1988, 1989, 1991, 1992, 1994, 1995, 1999, 2000, 2001,
2002 Free Software Foundation, Inc.

   This document is released under the terms of the GNU Free
Documentation License as published by the Free Software Foundation;
either version 1.1, or (at your option) any later version.

   You should have received a copy of the GNU Free Documentation
License along with GNU Smalltalk; see the file `COPYING.DOC'.  If not,
write to the Free Software Foundation, 59 Temple Place - Suite 330,
Boston, MA 02111-1307, USA.

   There are no Cover Texts and no Invariant Sections; this text, along
with its equivalent in the printed manual, constitutes the Title Page.

File: gst.info,  Node: Top,  Up: (DIR)



   This document describes installing and operating the GNU Smalltalk
programming language.

This file documents GNU Smalltalk Version 2.1.2.  It was last updated
on 12 December 2002.

   Copyright (C) 1988, 1989, 1991, 1992, 1994, 1995, 1999, 2000, 2001,
2002 Free Software Foundation, Inc.

   This document is released under the terms of the GNU Free
Documentation License as published by the Free Software Foundation;
either version 1.1, or (at your option) any later version.

   You should have received a copy of the GNU Free Documentation
License along with GNU Smalltalk; see the file `COPYING.DOC'.  If not,
write to the Free Software Foundation, 59 Temple Place - Suite 330,
Boston, MA 02111-1307, USA.

   There are no Cover Texts and no Invariant Sections; this text, along
with its equivalent in the printed manual, constitutes the Title Page.
* Menu:


* Overview::            What GNU Smalltalk is.
* Using GNU Smalltalk:: Running GNU Smalltalk.
* Features::            A description of GNU Smalltalk's special features.
* Emacs::               GNU Smalltalk and Emacs.
* C and Smalltalk::     GNU Smalltalk's C/Smalltalk interoperability features.
* Tutorial::            An introduction to Smalltalk and OOP.
* Future::              Tasks for GNU Smalltalk's subsequent releases.
                        Volunteers to help out in performing some of these
                        tasks would be greatly appreciated.
                        Please see this node to find out what you can do
                        to help make GNU Smalltalk a truly winning system.

--- The detailed node listing ---

Invocation:
* Invocation::          What you can specify on the command line.
* Operation::           A step-by-step description of the
                        startup process and a short description of
                        how to interact with GNU Smalltalk.
* Syntax::              A description of the input file syntax
* Test suite::          How to run the test suite system.

Features:
* Memory access::      The direct memory accessing classes and methods.
* Namespaces::         Avoiding clashes between class names.
* Disk file-IO::       Methods for reading and writing disk files.
* Object dumping::     Methods that read and write objects in binary format.
* GC::                 The GNU Smalltalk memory manager.
* Special objects::    Methods to assign particular properties to objects.
* Dynamic loading::    Picking external libraries and modules at run-time.
* Packages::           An easy way to install Smalltalk code into an image.

Packages
* Blox::                   GNU Smalltalk's user interface building blocks.
* Smalltalk-in-Smalltalk:: Beyond Smalltalk's standard reflective abilities.
* Database::               Access databases from Smalltalk programs
* Locales::                Intenationalize and localize Smalltalk programs
* SUnit:                   SUnit.
* Network support::        An interface to TCP/IP and UDP and support for
                           popular network protocols.
* XML::                    An XML parser and XSL processor.
* Minor packages::         Various interesting modules.

Emacs
* Autoloading::       Autoloading GNU Smalltalk mode.
* Editing::           Autoindent and more for GNU Smalltalk.
* Interactor::        Smalltalk interactor mode.

C and Smalltalk:
* External modules::   Linking your libraries to the virtual machine
* C callout::          Calls from Smalltalk to C.
* C data types::       Manipulating C data from Smalltalk.
* Smalltalk types::    Manipulating Smalltalk data from C.
* Smalltalk callin::   Calls from C to Smalltalk.
* Using Smalltalk::    Using the Smalltalk environment as an extension library.
* Incubator::          Protecting newly created objects from garbage
                       collections.

Tutorial:
* Getting started::              Starting to explore GNU Smalltalk
* Some classes::                 Using some of the Smalltalk classes
* The hierarchy::                The Smalltalk class hierarchy
* Creating classes::             Creating a new class of objects
* Creating subclasses::          Adding subclasses to another class
* Code blocks (I)::              Control structures in Smalltalk
* Code blocks (II)::             Guess what? More control structures
* Debugging::                    Things go bad in Smalltalk too!
* More subclassing::             Coexisting in the class hierarchy
* Streams::                      Something really powerful
* Behind the scenes::            Some nice stuff from the Smalltalk innards
* And now::                      Some final words
* The syntax::                   For the most die-hard computer scientists


File: gst.info,  Node: Overview,  Next: Using GNU Smalltalk,  Prev: Top,  Up: Top

Introduction
************

   GNU Smalltalk is an implementation that closely follows the
Smalltalk-80 language as described in the book `Smalltalk-80: the
Language and its Implementation' by Adele Goldberg and David Robson,
which will hereinafter be referred to as `the Blue Book'.

   The Smalltalk programming language is an object oriented programming
language.  This means, for one thing, that when programming you are
thinking of not only the data that an object contains, but also of the
operations available on that object.  The object's data representation
capabilities and the operations available on the object are
"inseparable"; the set of things that you can do with an object is
defined precisely by the set of operations, which Smalltalk calls
"methods", that are available for that object: each object belongs to a
"class" (a datatype and the set of functions that operate on it) or,
better, it is an "instance" of that class. You cannot even examine the
contents of an object from the outside--to an outsider, the object is a
black box that has some state and some operations available, but that's
all you know: when you want to perform an operation on an object, you
can only send it a "message", and the object picks up the method that
corresponds to that message.

   In the Smalltalk language, everything is an object.  This includes
not only numbers and all data structures, but even classes, methods,
pieces of code within a method ("blocks" or "closures"), stack frames
("contexts"), etc.  Even `if' and `while' structures are implemented as
methods sent to particular objects.

   Unlike other Smalltalks (including Smalltalk-80), GNU Smalltalk
emphasizes Smalltalk's rapid prototyping features rather than the
graphical and easy-to-use nature of the programming environment (did
you know that the first GUIs ever ran under Smalltalk?).  The
availability of a large body of system classes, once you master them,
makes it pretty easy to write complex programs which are usually a task
for the so called "scripting languages".  Therefore, even though we
have a nice GUI environment including a class browser (*note Blox::),
the goal of the GNU Smalltalk project is currently to produce a
complete system to be used to write your scripts in a clear,
aesthetically pleasing, and philosophically appealing programming
language.

   An example of what can be obtained with Smalltalk in this novel way
can be found in *Note Class reference: (gst-libs)Top.  That part of the
manual is entirely generated by a Smalltalk program, starting from the
source code for the class libraries distributed together with the
system.


File: gst.info,  Node: Using GNU Smalltalk,  Next: Features,  Prev: Overview,  Up: Top

Using GNU Smalltalk
*******************

* Menu:

* Invocation::          What you can specify on the command line.
* Operation::           A step-by-step description of the
                        startup process and a short description of
                        how to interact with GNU Smalltalk.
* Syntax::              A description of the input file syntax
* Test suite::          How to run the test suite system.


File: gst.info,  Node: Invocation,  Next: Operation,  Up: Using GNU Smalltalk

Command line arguments
======================

   GNU Smalltalk may be invoked via the following command:
     gst [ flags ... ] [ file ... ]

   When you first invoke GNU Smalltalk, it will attempt to see if any
of the kernel method definition files are newer than the last saved
binary image in the current directory (if there is one).  If there is a
newer kernel method definition file, or if the binary image file (called
`gst.im') does not exist, a new binary image will be built by loading
in all the kernel method definition files, performing a full garbage
collection in order to compact the space in use, and then saving the
resulting data in a position independent format.  Your first invocation
should look something like this:

     "Major scavenging... done, used space = 51%"
     GNU Smalltalk Ready
     
     st>

   If you specify <file>, that file will be read and executed and
Smalltalk will exit when end of file is reached.  If you specify more
than one file, each will be read and processed in turn.  If you don't
specify <file>, standard input is read, and if the standard input is a
terminal, a prompt is issued.  You may specify `-' for the name of a
file to invoke an explicit read from standard input; furthermore,
specifying `--' stops the interpretation of options so that every
argument that follows is considered a file name even if it begins with a
minus.

   You can specify both short and long flags; for example, `--version'
is exactly the same as `-v', but is easier to remember.  Short flags
may be specified one at a time, or in a group.  A short flag or a group
of short flags always starts off with a single dash to indicate that
what follows is a flag or set of flags instead of a file name; a long
flag starts off with two consecutive dashes, without spaces between
them.

   In the current implementation the flags can be intermixed with file
names, but their effect is as if they were all specified first.  The
various flags are interpreted as follows:

`-a --smalltalk'
     Used to make arguments available to Smalltalk code.  The C option
     parser discards everything after the parameter including -a, while
     Smalltalk code can get it sending the `arguments' message to the
     `Smalltalk' object.

     Examples:
     command line         Options seen by GNU Smalltalk   `Smalltalk arguments'
     (empty)              (none)                          `#()'
     `-Via foo bar'       `-Vi'                           `#('foo' 'bar')'
     `-Vai test'          `-Vi'                           `#('test')'
     `-Vaq'               `-Vq'                           `#()'
     `--verbose -aq -c  ' `--verbose -q'                  `#('-c')'

     That should be clear.

`-c --core-dump'
     When this flag is set and a fatal signal occurs, a core dump is
     produced after an error message is printed.  Normally, the
     backtrace is produced and the system terminates without dumping
     core.

`-d --user-declaration-trace'
     Declaration tracing prints the class name, the method name, and
     the byte codes that the compiler is generating as it compiles
     methods.  Only for files that are named explicitly on the command
     line; kernel files that are loaded automatically as part of
     rebuilding the image file do not have their declarations traced.

`-D --kernel-declaration-trace'
     Like the -d flag, but also includes declarations processed for the
     kernel files.

`-e --user-execution-trace'
     Prints the byte codes being executed as the interpreter operates.
     Only works for those executions that occur after the kernel files
     have been loaded and the image file dumped.

`-E --kernel-declaration-trace'
     Like the -e flag, but includes all byte codes executed, whether
     they occur during the loading of the kernel method definition
     files, or during the loading and execution of user files.

`-g --no-gc-messages'
     Suppress garbage collection messages.

`-h --help'
     Prints out a brief summary of the command line syntax of GNU
     Smalltalk, including the definitions of all of the option flags,
     and then exits.

`-i --rebuild-image'
     Ignore the saved image file; always load from the kernel method
     definition files.  Setting this flag bypasses the normal checks for
     kernel files newer than the image file, or the image file's version
     stamp out of date with respect to the Smalltalk version.  After the
     kernel definitions have been loaded, a new image file will be
     saved.

`-I FILE --image-file FILE'
     Use the image file named <file> as the image file to load.
     Completely bypasses checking the file dates on the kernel files and
     standard image file.

`-l --log-changes'
     Produce a log of the compiled Smalltalk code to st-changes.st, in
     the current working directory.

`-L FILE --log-file FILE'
     Produce a log of the compiled Smalltalk code to the file named
     <file>.

`-q --quiet --silent'
     Suppress the printing of returned values while GNU Smalltalk runs.

`-Q --no-messages'
     Suppress the printing of execution information and any other
     informative message while GNU Smalltalk runs.

`-r --regression-test'
     Controls printing of certain informative I/O; this is used by the
     regression testing system and is probably not of interest to the
     general user.

`-s --store-no-source'
     Usually, GNU Smalltalk stores the methods' source code as
     FileSegments for files in the kernel directory, and as Strings for
     files outside it.  This behavior minimizes problems on recompile,
     because FileSegments cannot be relied upon if the source file
     changes.  However, storing source code for big libraries is not
     useful, since the file-in source is unlikely to change.  There are
     two ways to override this behavior and make GNU Smalltalk store
     everything loaded in a particular session as FileSegments: one is
     to specify a directory relative to the kernel directory, such as
     `/usr/local/smalltalk/kernel/../blox-tk/Blox.st'; the other is to
     specify this option on the command line.

`-S --snapshot'
     Save a snapshot after loading files from the command line.  Of
     course the snapshot is not saved if you include - (stdin) on the
     command line and exit by typing Ctrl-C.

`-v --version'
     Prints out the Smalltalk version number, then exits.

`-V --verbose'
     Enables verbose mode.  When verbose mode is on, various diagnostic
     messages are printed (the name of each file as it's loaded, plus
     messages about the beginning of execution or how many byte codes
     were executed).

`-y --yacc-debug'
     Turns on parser debugging.  Not typically used.


File: gst.info,  Node: Operation,  Next: Syntax,  Prev: Invocation,  Up: Using GNU Smalltalk

Startup sequence
================

   When GNU Smalltalk is invoked, the first thing it does is choosing
two paths, respectively the "image path" and the "kernel path".  the
image path is set to the value of the `SMALLTALK_IMAGE' environment
variable (if it is defined); if `SMALLTALK_IMAGE' is not defined,
Smalltalk will try the path compiled in the binary (usually, under Unix
systems, `/usr/local/share/gnu-smalltalk' or a similar data file path)
and then the current directory.

   The "kernel path" directory in which to look for each of the kernel
method definition files.  There are only two possibilities in this case:
the directory pointed to by `SMALLTALK_KERNEL' if it is defined, and a
subdirectory named `kernel' in the current directory.  However, kernel
files are not required to be in this directory: Smalltalk also knows
about a system default location for kernel files, which is compiled in
the binary (usually, under Unix systems,
`/usr/local/share/gnu-smalltalk/kernel' or a similar data file path),
and which is used for kernel files not found in the directory chosen as
above.

   Then, if the `-i' flag is not used, Smalltalk tries to find a saved
binary image file in the image path.  If this is found, it is checked to
be compatible with the current version of Smalltalk and with the current
system; Smalltalk is able to load an image created on a system with the
same `sizeof(long)' but different endianness (for example, a 68k image
on an x86), but not an image created on a system with different
`sizeof(long)' like an Alpha image on an x86.  Finally, if the images
are compatible, it compares the write dates of all of the kernel method
definition files against the write date of the binary image file.

   If the image is not found, is incompatible, or older than any of the
kernel files, a new image has to be created.  The set of files that make
up the kernel is loaded, one at a time.  The list can be found in
`libgst/lib.c', in the `standardFiles' variable.  If the image lies in
the current directory, or if at least a kernel file was found outside
of the system default path, a user-dependant `.stpre'(1)

   At this point, independent of whether the binary image file was
loaded or created, the `initialize' event is sent to the dependants of
the special class `ObjectMemory' (*note Memory access::).  After the
initialization blocks have been executed, the user initialization file
`.stinit' is loaded if found in the user's home directory(2).

   Finally, if there were any files specified on the command line, they
are loaded, otherwise standard input is read and executed until an EOF
is detected.  You are then able to operate GNU Smalltalk by typing in
expressions to the `st>' prompt, and/or reading in files that contain
Smalltalk code.

   At some time, you may wish to abort what GNU Smalltalk is doing and
return to the command prompt: you can use `C-c' to do this.

   ---------- Footnotes ----------

   (1)  The file is called `_stpre' under MS-DOS and `.gstpre' on the
Atari ST.  Under OSes that don't use home directories it is looked for
in the current directory.

   (2) The same considerations made above hold here too.  The file is
called `_stinit' under MS-DOS and `.gstinit' on the Atari ST, and is
looked for in the current directory under OSes that don't use home
directories.


File: gst.info,  Node: Syntax,  Next: Test suite,  Prev: Operation,  Up: Using GNU Smalltalk

Syntax of GNU Smalltalk
=======================

   The language that GNU Smalltalk accepts is based on the "file out"
syntax as shown in the "Green Book", also known as `Smalltalk-80: Bits
of History, Words of Advice' by Glenn Krasner.  The entire grammar of
GNU Smalltalk is described in the `libgst/gst.y' file, but a brief
description may be in order:
     <statements> !

executes the given statements immediately.  For example,

     16rFFFF printNl !

prints out the decimal value of hex `FFFF', followed by a newline.

     Smalltalk quitPrimitive !

exits from the system.  You can also type a `C-d' to exit from
Smalltalk if it's reading statements from standard input.

     ! <class expression> methodsFor: <category name> !
     <method definition 1> !
     <method definition 2> !
     ...
     <method definition n> ! !

   This syntax is used to define new methods in a given class.  The
<class expression> is an expression that evaluates to a class object,
which is typically just the name of a class, although it can be the
name of a class followed by the word `class', which causes the method
definitions that follow to apply to the named class itself, rather than
to its instances.  Two consecutive bangs terminate the set of method
definitions.  <category name> should be a string object that describes
what category to file the methods in.

     !Float methodsFor: 'pi calculations'!
     
     radiusToArea
         ^self squared * Float pi !
     
     radiusToCircumference
         ^self * 2 * Float pi ! !

   It also bears mentioning that there are two assignment operators:
`_' and `:='.  Both are usable interchangeably, provided that they are
surrounded by spaces.  The GNU Smalltalk kernel code uses the `:=' form
exclusively, but `_' is supported a) for compatibility with previous
versions of GNU Smalltalk b) because this is the correct mapping
between the assignment operator mentioned in the Blue Book and the
current ASCII definition.  In the ancient days (like the middle 70's),
the ASCII underscore character was also printed as a back-arrow, and
many terminals would display it that way, thus its current usage.
Anyway, using `_' may lead to portability problems.

   The return operator, which is represented in the Blue Book as an
up-arrow, is mapped to the ASCII caret symbol `^'.

   A complete treatment of the Smalltalk syntax and of the class library
can be found in the included tutorial and class reference (*note Class
Reference: (gst-libs)Top.).

   More information on the implementation of the language can be found
in the `Blue Book'; the relevant parts are also available online as
HTML documents, at
<http://users.ipa.net/~dwighth/smalltalk/bluebook/bluebook_imp_toc.html>.


File: gst.info,  Node: Test suite,  Prev: Syntax,  Up: Using GNU Smalltalk

Running the test suite
======================

   GNU Smalltalk comes with a set of files that provides a simple
regression test suite.

   To run the test suite, you should be connected to the top-level
Smalltalk directory.  Type
     make check

   You should see the names of the test suite files as they are
processed, but that's it.  Any other output indicates some problem.
The only system that I know of which currently fails the test suite is
the NeXT, and this is apparently due to their non-standard C runtime
libraries.

   The test suite is by no means exhaustive.  *Note Future::.


File: gst.info,  Node: Features,  Next: Emacs,  Prev: Using GNU Smalltalk,  Up: Top

Features of GNU Smalltalk
*************************

   In this section, the features which are specific to GNU Smalltalk are
described.  These features include support for calling C functions from
within Smalltalk, accessing environment variables, and controlling
various aspects of compilation and execution monitoring.

   Note that, in general, GNU Smalltalk is much more powerful than the
original Smalltalk-80, as it contains a lot of methods that are common
in today's Smalltalk implementation and are present in the ANSI
Standard for Smalltalk, but were absent in the Blue Book.  Examples
include Collection's `allSatisfy:' and `anySatisfy:' methods and many
methods in SystemDictionary (the Smalltalk dictionary's class).

* Menu:

* Memory access::      The direct memory accessing classes and methods, plus
                       broadcasts from the virtual machine.
* Namespaces::         Avoiding clashes between class names.
* Disk file-IO::       Methods for reading and writing disk files.
* Object dumping::     Methods that read and write objects in binary format.
* GC::                 The GNU Smalltalk memory manager.
* Special objects::    Methods to assign particular properties to objects.
* Dynamic loading::    Picking external libraries and modules at run-time.
* Packages::           An easy way to install Smalltalk code into an image.


File: gst.info,  Node: Memory access,  Next: Namespaces,  Up: Features

Memory accessing methods
========================

   GNU Smalltalk provides methods to query its own internal data
structures.  You may determine the real memory address of an object or
the real memory address of the OOP table that points to a given object,
by using messages to the `Memory' class, described below.

 - Method on Object: asOop
     Returns the index of the OOP for anObject.  This index is immume
     from garbage collection and is the same value used by default as
     an hash value for anObject (it is returned by Object's
     implementation of `hash' and `identityHash').

 - Method on Integer: asObject
     Converts the given OOP _index_ (not address) back to an object.
     Fails if no object is associated to the given index.

 - Method on Integer: asObjectNoFail
     Converts the given OOP _index_ (not address) back to an object.
     Returns nil if no object is associated to the given index.

   Other methods in ByteArray and Memory allow to read various C types
(`doubleAt:', `ucharAt:', etc.).  For examples of using `asOop' and
`asObject', look at the Blox source code in `blox-tk/BloxBasic.st'.

   Another interesting class is ObjectMemory.  This provides a few
methods that enable one to tune the virtual machine"s usage of memory;
many methods that in the past were instance methods of Smalltalk or
class methods of Memory are now class methods of ObjectMemory.  In
addition, and that's what the rest of this section is about, the
virtual machines signals events to its dependants exactly through this
class.

   The events that can be received are
"returnFromSnapshot"
     This is sent every time an image is restarted, and substitutes the
     concept of an "init block" that was present in previous versions.

"aboutToQuit"
     This is sent just before the interpreter is exiting, either because
     `ObjectMemory quit' was sent or because the specified files were
     all filed in.  Exiting from within this event might cause an
     infinite loop, so be careful.

"aboutToSnapshot"
     This is sent just before an image file is created.  Exiting from
     within this event will leave any preexisting image untouched.

"finishedSnapshot"
     This is sent just after an image file is created.  Exiting from
     within this event will not make the image unusable.


File: gst.info,  Node: Namespaces,  Next: Disk file-IO,  Prev: Memory access,  Up: Features

Namespaces
==========

   [This section (and the implementation of namespaces in GNU Smalltalk)
is based on the paper `Structured Symbolic Name Spaces in Smalltalk',
by Augustin Mrazik.]

Introduction
------------

   The standard Smalltalk-80 programming environment supports symbolic
identification of objects in one global namespace--in the `Smalltalk'
system dictionary. This means that each global variable in the system
has its unique name which is used for symbolic identification of the
particular object in the source code (e.g. in expressions or methods).
Most important global variables are classes defining the behavior of
objects.

   In a development dealing with modelling of real systems, polymorphic
symbolic identification is often needed.  This means that it should be
possible to use the same name for different classes or other global
variables.  Let us mention class Module as an example which would mean
totaly different things for a programmer, for a computer technician and
for a civil engineer or an architect.

   This issue becomes inevitable if we start to work in a Smalltalk
environment supporting persistence.  Polymorphism of classes becomes
necessary in the moment we start to think about storing classes in the
database since after restoring them into the running Smalltalk image a
mismatch with the current symbolic identification of the present classes
could occur.  For example you might have the class Module already in
your image with the meaning of a program module (e.g. in a CASE system)
and you might attempt to load the class Module representing a part of
the computer hardware from the database for hardware configuration
system.  The last class could get bound to the #Module symbol in the
Smalltalk system dictionary and the other class could remain in the
system as unbound class with full functionality, however, it could not
be accessed anymore at the symbolical level in the source code.

   Objects which have to be identified in the source code of methods or
message sends by their names are included in Smalltalk which is a sole
instance of SystemDictionary.  Such objects may be identified simply by
stating their name as primary in a Smalltalk statement.  The code is
compiled in the Smalitalk environment and if such a primary is found it
is bound to the corresponding object as receiver of the rest of the
message send.  In this way Smalltalk as instance of SystemDictionary
represents the sole symbolic name space in the Smalltalk system.  In the
following text the symbolic name space will be called simply environment
to make the text more clear.

Concepts
--------

   To support polymorphic symbolical identification several environments
will be needed.  The same name may be located concurrently in several
environments and point to diverse objects.

   However, symbolic navigation between these environments is needed.
Before approaching the problem of the syntax to be implemented and of
its very implementation, we have to point out which structural relations
are going to be established between environments.

   Since the environment has first to be symbolically identified to gain
access to its global variables, it has to be a global variable in
another environment. Obviously, `Smalltalk' will be the first
environment from which the navigation begins. From `Smalltalk' some of
the existing environments may be seen. From these environments other
sub-environments may be seen, etc. This means that environments
represent nodes in a graph where symbolic identifications from one
environment to another one represent branches.

   However, the symbolic identification should be unambiguous although
it will be polymorphic. This is why we should avoid cycles in the
environment graph. Cycles in the graph could cause also other problems
in the implementation, e.g. unability to use recursive algorithms. This
is why in general the environments build a directed acyclic graph(1).

   Let us call the partial ordering relation which occurs between the
two environments to be inheritance. Sub-environments inherits from their
super-environments.

   Not only that "inheritance" is the standard term for the partial
ordering relation in the lattice theory but the feature of inheritance
in the meaning of object-orientation is associated with this relation.
This means that all associations of the super-environment are valid
also in its sub-environments unless they are locally redefined in the
sub-environment.

   A super-environment includes all its sub-enviroments as associations
under their names.  The sub-environment includes its super-environment
under the symbol `#Super'.  Most environments inherit from Smalltalk,
the standard root environment, but they are not required to do so; this
is similar to how most classes derive from Object, yet one can derive a
class directly from nil.  Since they all inherit from Smalltalk all
global variables defined in it, it is not necessary to define a special
global variable pointing to root in each environment.

   The inheritance links to the super-environments are used in the
lookup for a potentially inherited global variable.  This includes
lookups by a compiler searching for a variable and lookups via methods
such as `#at:' and `#includesKey:'.

Syntax
------

   Global objects of an environment (local or inherited) may be
referenced by their symbol used in the source code, e.g.
                 John goHome

if the `#John -> aMan' association exists in the particular environment
or one of its super-environments, all along the way to the root
environment.

   If an object has to be referenced from another environment (i.e.
which is not on the inheritance link) it has to be referenced either
relatively to the position of the current environment (using the Super
symbol), or absolutely (using the "full pathname" of the object,
navigating from Smalltalk through the tree of sub-environments).

   For the identification of global objects in another environment a
"pathname" of symbols is used. The symbols are separated by blanks,
i.e. the "look" to be implemented is that of
     Smalltalk Tasks MyTask

and of
     Super Super Peter.

   Its similarity to a sequence of message sends is not casual, and
suggests the following syntax for write access:(2)
     Smalltalk Tasks MyTask: anotherTask

   This resembles the way accessors are used for other objects.  As it
is custom in Smalltalk, however, we are reminded by uppercase letters
that we are accessing global objects.

   For compatibility and efficiency (compile-time name resolving is
faster than run-time resolving), two special syntaxes have been
implemented.  Standard dot notation can be used to read the value of a
global (like in `Tasks.MyTask' or `Tasks::MyTask'), and another syntax
returns the Association object for a particular global: so the last
example above can be written also like
     #{Smalltalk.Tasks.MyTask} value: anotherTask

   The latter kind of literal (called a "variable binding") is also
valid inside literal arrays.

Implementation
--------------

   A superclass of `SystemDictionary' called `RootNamespace' has to be
defined and many of the features of Smalltalk-80 SystemDictionaries will
be hosted by that class. `Namespace' and `RootNamespace' will in turn
become subclasses of `AbstractNamespace'.

   To handle inheritance, the following methods have to be defined or
redefined in Namespace (_not_ in RootNamespace):

Accessors like `#at:ifAbsent:' and `#includesKey:'
     Inheritance has to be implemented.

Enumerators like `#do:' and `#keys'
     This should return *all* the objects in the namespace, including
     those which are inherited.

   For programs to be able to process correctly the "pathnames" and the
accessors, this feature must be implemented directly in
`AbstractNamespace'; it is easily handled through the standard
`doesNotUnderstand:' message for trapping message sends that the
virtual machine could not resolve.  `AbstractNamespace' will also
implement a new set of methods that allow one to navigate through the
namespace hierarchy; these parallel those found in `Behavior' for the
class hierarchy.

   The most important task of the `Namespace' class is to provide
organization for the most important global objects in the Smalltalk
system--for the classes.  This importance becomes even more crucial in
the structured environments which is first of all a framework for class
polymorphism.

   In Smalltalk the classes have the instance variable `name' which
holds the name of the class. Each defined class is included in
Smalltalk under this name.  In a framework with several environments
the class should know the environment in which it has been created and
compiled.  This is a new variable of Class which has to be defined and
properly set in relevant methods. In the mother environment the class
should be included under its name.

   Of course, any class (just like any other object) may be included
concurrently in several environments, even under different symbols in
the same or in diverse environments.  We can consider this 'alias
names' of the particular class or global variable.  However, classes
may be referenced under the other names or in other environments as
their mother environment e.g. for the purpose of intance creation or
messages to he class (class methods), but they cannot be compiled in
other environment. If a class compiles its methods it always compiles
them in its mother environment even if this compilation is requested
from another environment.  If the syntax is not correct in the mother
environment, a compilation error simply occurs.

   An important issue is also the name of the class answered by the
class for the purpose of its identification in diverse tools (e.g. in a
browser). This has to be change to reflect the environment in which it
is shown, i.e. the method `nameIn: environment' has to be implemented
and used on proper places.

   These methods are not all which have to redefined in the Smalltalk
system to achieve full functionality of structured environments.  In
particular, changes have to be made to the behavior classes, to the
user interface, to the compiler, to a few classes supporting
persistance.  An interesting point that could not be noticed is that
the environment is easier to use if evaluations ("doits") are parsed as
if UndefinedObject's mother environment was _the current namespace_.

Using namespaces
----------------

   Using namespaces if often merely a matter of rewriting the loading
script this way:
         Smalltalk addSubspace: #NewNS!
         Namespace current: NewNS!
         ...
         Namespace current: Smalltalk!

   Also remember that pool dictionaries are actually "pool namespaces",
in the sense that including a namespace in the pool dictionaries list
will automatically include its superspaces too. Declaring a namespace
as a pool dictionaries is similar in this way to C++'s `using namespace'
declaration.

   Finally, be careful when working with fundamental system classes.
Although you can use code like
         Smalltalk Set variableSubclass: #Set
             ...
             category: 'My application-Extensions'

or the equivalent syntax `Set extend', this approach won't work when
applied to core classes.  For example, you might be successful with a
`Set' or `WriteStream' object, but subclassing SmallInteger this way
can bite you in strange ways: integer literals will still belong to the
Smalltalk dictionary's version of the class (this holds for Arrays,
Strings, etc.  too), primitive operations will still answer standard
Smalltalk `SmallIntegers', and so on.  Or, `variableWordSubclasses' will
recognize 32-bit `Smalltalk LargeInteger' objects, but not LargeIntegers
belonging to your own namespace.

   Unfortunately this problem is not easy to solve since Smalltalk has
to cache the OOPs of determinate class objects for speed--it would not
be feasible to lookup the environment to which sender of a message
belongs every time the `+' message was sent to an Integer.

   So, GNU Smalltalk namespaces cannot yet solve 100% of the problem of
clashes between extensions to a class--for that you'll still have to
rely on prefixes to method names.  But they _do_ solve the problem of
clashes between class names, or between class names and pool dictionary
names, so you might want to give them a try.  An example of using
namespaces is given by the `examples/Publish.st' file in the GNU
Smalltalk source code directory.

   ---------- Footnotes ----------

   (1) An inheritance tree in the current GNU Smalltalk implementation
of namespaces; a class can fake multiple inheritance by specifying a
namespace (environment, if you prefer) as one of its pool dictionaries.

   (2) Absent from the original paper.


File: gst.info,  Node: Disk file-IO,  Next: Object dumping,  Prev: Namespaces,  Up: Features

Disk file-IO primitive messages
===============================

   Four classes (`FileDescriptor', `FileStream', `File', `Directory')
allow you to create files and access the file system in a fully
object-oriented way.

   `FileDescriptor' and `FileStream' are much more powerful than the
corresponding C language facilities (the difference between the two is
that, like the C `stdio' library, `FileStream' does buffering).  For one
thing, they allow you to write raw binary data in a portable
endian-neutral format.  But, more importantly, these classes
transparently implement virtual filesystems and asynchronous I/O.

   Asynchronous I/O means that an input/output operation blocks the
Smalltalk Process that is doing it, but not the others, which makes them
very useful in the context of network programming.  Virtual file systems
mean that these objects can transparently extract files from archives
such as `tar' and `gzip' files, through a mechanism that can be
extended through either shell scripting or Smalltalk programming.  For
more information on these classes, look in the class reference, under
the `VFS' namespace.  URLs may be used as file names; though, unless
you have loaded the `NetClients' package (*note Network support::),
only `file' URLs will be accepted.

   In addition, the three files, `stdin', `stdout', and `stderr' are
declared as global instances of `FileStream' that are bound to the
proper values as passed to the C virtual machine.  They can be accessed
as either `stdout' and `FileStream stdout'--the former is easier to
type, but the latter can be clearer.

   Finally, `Object' defines four other methods: `print' and `printNl',
`store' and `storeNl'.  These do a `printOn:' or `storeOn:' to the
"Transcript" object; this object, which is the sole instance of class
`TextCollector', normally delegates write operations to `stdout'.  If
you load the Blox GUI, instead, the Transcript Window will be attached
to the Transcript object (*note Blox::).

   The `fileIn:' message sent to the FileStream class, with a file name
as a string argument, will cause that file to be loaded into Smalltalk.

   For example,
     FileStream fileIn: 'foo.st' !

will cause `foo.st' to be loaded into GNU Smalltalk.


File: gst.info,  Node: Object dumping,  Next: GC,  Prev: Disk file-IO,  Up: Features

The GNU Smalltalk ObjectDumper
==============================

   Another GNU Smalltalk-specific class, the `ObjectDumper' class,
allows you to dump objects in a portable, endian-neutral, binary
format. Note that you can use the `ObjectDumper' on ByteArrays too,
thanks to another GNU Smalltalk-specific class, `ByteStream', which
allows you to treat ByteArrays the same way you would treat disk files.

   For more information on the usage of the `ObjectDumper', look in the
class reference.


File: gst.info,  Node: GC,  Next: Special objects,  Prev: Object dumping,  Up: Features

Memory management in GNU Smalltalk
==================================

   The GNU Smalltalk virtual machine is equipped with a garbage
collector, a facility that reclaims the space occupied by objects that
are no longer accessible from the system roots.  The collector is
composed of several parts, each of which can be invoked by the virtual
machine using various tunable strategies, or invoked manually by the
programmer.

   These parts include a "generation scavenger", a "mark & sweep"
collectory with an incremental sweep phase, and a "compactor".  All
these facilities work on different memory spaces and differs from the
other in its scope, speed and disadvantages (which are hopefully
balanced by the availability of different algorithms).  What follows is
a description of these algorithms and of the memory spaces they work in.

   "NewSpace" is the memory space where young objects live.  It is
composed of three sub-spaces: an object-creation space ("Eden") and two
"SurvivorSpaces". When an object is first created, it is placed in
Eden. When Eden starts to fill up (i.e., when the number of used bytes
in Eden exceeds the scavenge threshold), objects that are housed in
Eden or in the occupied SurvivorSpace and that are still reachable from
the system roots are copied to the unoccupied SurvivorSpace.  As an
object survives different scavenging passes, it will be shuffled by the
scavenger from the occupied SurvivorSpace to the unoccupied one.  When
the number of used bytes in SurvivorSpace is high enough that the
scavenge pause might be excessively long, the scavenger will move some
of the older surviving objects from NewSpace to "OldSpace".  In the
garbage collection jargon, we say that such objects are being "tenured"
to OldSpace.

   This garbage collection algorithm is designed to reclaim short-lived
objects, that is those objects that expire while residing in NewSpace,
and to decide when enough data is residing in NewSpace that it is
useful to move some of it in OldSpace.  A "copying" garbage collector
is particularly efficient in an object population whose members are
more likely to die than survive, because a scavenger spends most of its
time copying survivors, who will be few in number in such populations,
rather than tracing corpses, who will be many in number in such
populations.  This fact makes scavenging especially well suited to
NewSpace, where a percentage of 90% or more objects often fails to
survive across a single scavenge.

   The particular structure of NewSpace has many advantages.  On one
hand, having a large Eden and two small SurvivorSpaces has a smaller
memory footprint than having two equally big semi-spaces and allocating
new objects directly from the occupied one (by default, GNU Smalltalk
uses 420=300+60*2 kilobytes of memory, while a simpler configuration
would use 720=360*2 kilobytes).  On the other hand, it makes tenuring
decisions particularly simple: the copying order is such that
short-lived objects tend to be copied last, while objects that are
being referred from OldSpace tend to be copied first: this is because
the tenuring strategy of the scavenger is simply to treat the
destination SurvivorSpace as a circular buffer, tenuring objects with a
First-In-First-Out policy.

   An object might become part of the scavenger root set for several
reasons: objects that have been tenured are roots if their data lives
in an OldSpace page that has been written to since the last scavenge
(more on this later), plus all objects can be roots if they are known
to be referenced from C code or from the Smalltalk stacks.

   In turn, some of the old objects can be made to live in a special
area, called "FixedSpace".  Objects that reside in FixedSpace are
special in that their body is guaranteed to remain at a fixed address
(in general, GNU Smalltalk only ensures that the header of the object
remains at a fixed address in the Object Table).  Because the garbage
collector can and does move objects, passing objects to foreign code
which uses the object's address as a fixed key, or which uses a
ByteArray as a buffer, presents difficulties.  One can use `CObject' to
manipulate C data on the `malloc' heap, which indeed does not move, but
this can be tedious and requires the same attentions to avoid memory
leaks as coding in C.  FixedSpace provides a much more convenient
mechanism: once an object is deemed fixed, the object's body will never
move through-out its life-time; the space it occupies will however
still be returned automatically to the FixedSpace pool when the object
is garbage collected.  Note that because objects in FixedSpace cannot
move, FixedSpace cannot be compacted and can therefore suffer from
extensive fragmentation.  For this reason, FixedSpace should be used
carefully.  FixedSpace however is rebuilt (of course) every time an
image is brought up, so a kind of compaction of FixedSpace can be
achieved by saving a snapshot, quitting, and then restarting the newly
saved image.

   Memory for OldSpace and FixedSpace is allocated using a variation of
the system allocator `malloc': in fact, GNU Smalltalk uses the same
allocator for its own internal needs, for OldSpace and for FixedSpace,
but it ensures that a given memory page never hosts objects that reside
in separate spaces.  New pages are mapped into the address space as
needed and devoted to OldSpace or FixedSpace segments; similarly, when
unused they may be subsequently unmapped, or they might be left in
place waiting to be reused by `malloc' or by another Smalltalk data
space.

   Garbage that is created among old objects is taken care of by a mark
& sweep collector which, unlike the scavenger which only reclaims
objects in NewSpace, can only reclaim objects in OldSpace.  Note that
as objects are allocated, they will not only use the space that was
previously occupied in the Eden by objects that have survived, but they
will also reuse the entries in the global Object Table that have been
freed by object that the scavenger could reclaim.  This quest for free
object table entries can be combined with the sweep phase of the
OldSpace collector, which can then be done incrementally, limiting the
disruptive part of OldSpace garbage collection to the mark phase.

   Several runs of the mark & sweep collector can lead to fragmentation
(where objects are allocated from several pages, and then become
garbage in an order such that a bunch of objects remain in each page
and the system is not able to recycle them).  For this reason, the
system periodically tries to compact OldSpace.  It does so simply by
looping through every old object and copying it into a new OldSpace.
Since the OldSpace allocator does not suffer from fragmentation until
objects start to be freed nor after all objects are freed, at the end
of the copy all the pages in the fragmented OldSpace will have been
returned to the system (some of them might already have been used by
the compacted OldSpace), and the new, compacted OldSpace is ready to be
used as the system oldspace.  Growing the object heap (which is done
when it is found to be quite full even after a mark & sweep collection)
automatically triggers a compaction.

   You can run the compactor without marking live objects.  Since the
amount of garbage in OldSpace is usually quite limited, the overhead
incurred by copying potentially dead objects is small enough that the
compactor still runs considerably faster than a full garbage
collection, and can still give the application some breathing room.

   Keeping OldSpace and FixedSpace in the same heap would then make
compaction of OldSpace (whereby it is rebuilt from time to time in
order to limit fragmentation) much less effective.  Also, the `malloc'
heap is not used for FixedSpace objects because GNU Smalltalk needs to
track writes to OldSpace and FixedSpace in order to support efficient
scavenging of young objects.

   To do so, the grey page table(1) contains one entry for each page in
OldSpace or FixedSpace that is thought to contain at least a reference
to an object housed in NewSpace.  Every page in OldSpace is created as
grey, and is considered grey until a scavenging pass finds out that it
actually does not contain pointers to NewSpace.  Then the page is
recolored black(2), and will stay black until it is written to or
another object is allocated in them (either a new fixed object, or a
young object being tenured).  The grey page table is expanded and
shrunk as needed by the virtual machine.

   Drawing an histogram of object sizes shows that there are only a few
sources of large objects on average (i.e., objects greater than a page
in size), but that enough of these objects are created dynamically that
they must be handled specially.  Such objects should not be allocated
in NewSpace along with ordinary objects, since they would fill up
NewSpace prematurely (or might not even fit in it), thus accelerating
the scavenging rate, reducing performance and resulting in an increase
in tenured garbage.  Even though this is not an optimal solution
because it effectively tenures these objects at the time they are
created, a benefit can be obtained by allocating these objects directly
in FixedSpace.  The reason why FixedSpace is used is that these objects
are big enough that they don't result in fragmentation(3); and using
FixedSpace instead of OldSpace avoids that the compactor copies them
because this would not provide any benefit in terms of reduced
fragmentation.

   Smalltalk activation records are allocated from another special heap,
the context pool.  This is because it is often the case that they can
be deallocated in a Last-In-First-Out (stack) fashion, thereby saving
the work needed to allocate entries in the object table for them, and
quickly reusing the memory that they use.  When the activation record
is accessed by Smalltalk, however, the activation record must be turned
into a first-class `OOP'(4).  Since even these objects are usually very
short-lived, the data is however not copied to the Eden: the eviction
of the object bodies from the context pool is delayed to the next
scavenging, which will also empty the context pool just like it empties
Eden.  If few objects are allocated and the context pool turns full
before the Eden, a scavenging is also triggered; this is however quite
rare.

   Optionally, GNU Smalltalk can avoid the overhead of interpretation by
executing a given Smalltalk method only after that method has been
compiled into the underlying microprocessor's machine code. This
machine-code generation is performed automatically, and the resulting
machine code is then placed in `malloc'-managed memory.  Once executed,
a method's machine code is left there for subsequent execution.
However, since it would require way too much memory to permanently
house the machine-code version of every Smalltalk method, methods might
be compiled more than once: when a translation is not used at the time
that two garbage collection actions are taken (scavenges and global
garbage collections count equally), the incremental sweeper discards
it, so that it will be recomputed if and when necessary.

   ---------- Footnotes ----------

   (1) The denomination "grey" comes from the lexicon of "tri-color
marking", which is an   abstraction of every possible garbage
collection algorithms: in   tri-color marking, grey objects are those
that are known to be   reachable or that we are not interested in
reclaiming, yet have not   been scanned yet to mark the objects that
they refer to as reachable.

   (2) Black   objects are those that are known to be reachable or that
we are not   interested in reclaiming, and are known to have references
only to   other black or grey objects (in case you're curious, the
tri-color   marking algorithm goes on like this: object not yet known
to be   reachable are white, and when all objects are either black or
white,   the white ones are garbage).

   (3) Remember that free pages are shared among the   three heaps,
that is, OldSpace, FixedSpace and the `malloc'   heap.  When a large
object is freed, the memory that it used can be   reused by `malloc' or
by OldSpace allocation

   (4) This is short for "Ordinary   Object Pointer".


File: gst.info,  Node: Special objects,  Next: Dynamic loading,  Prev: GC,  Up: Features

Special kinds of object
=======================

   A few methods in Object support the creation of particular objects.
This include:

   * finalizable objects

   * weak and ephemeron objects (i.e. objects whose contents are
     considered specially, during the heap scanning phase of garbage
     collection).

   * read-only objects (like literals found in methods)

   * fixed objects (guaranteed not to move across garbage collections)


   They are:

 - Method on Object: makeWeak
     Marks the object so that it is considered weak in subsequent
     garbage collection passes.  The garbage collector will consider
     dead an object which has references only inside weak objects, and
     will replace references to such an "almost-dead" object with nils,
     and then send the `mourn' message to the object.

 - Method on Object: makeEphemeron
     Marks the object so that it is considered specially in subsequent
     garbage collection passes.  Ephemeron objects are sent the message
     `mourn' when the first instance variable is not referenced or is
     referenced _only through another instance variable in the
     ephemeron_.

     Ephemerons provide a very versatile base on which complex
     interactions with the garbage collector can be programmed (for
     example, finalization which is described below is implemented with
     ephemerons).

 - Method on Object: addToBeFinalized
     Marks the object so that, as soon as it becomes unreferenced, its
     `finalize' method is called.  Before `finalize' is called, the VM
     implicitly removes the objects from the list of finalizable ones.
     If necessary, the `finalize' method can mark again the object as
     finalizable, but by default finalization will only occur once.

     Note that a finalizable object is kept in memory even when it has
     no references, because tricky finalizers might "resuscitate" the
     object; automatic marking of the object as not to be finalized has
     the nice side effect that the VM can simply delay the releasing of
     the memory associated to the object, instead of being forced to
     waste memory even after finalization happens.

     An object must be explicitly marked as to be finalized _every time
     the image is loaded_; that is, finalizability is not preserved by
     an image save.  This was done because in most cases finalization is
     used together with `CObject's that would be stale when the image is
     loaded again, causing a segmentation violation as soon as they are
     accessed by the finalization method.

 - Method on Object: removeToBeFinalized
     Removes the to-be-finalized mark from the object.  As I noted
     above, the finalize code for the object does not have to do this
     explicitly.

 - Method on Object: finalize
     This method is called by the VM when there are no more references
     to the object (or, of course, if it only has references inside
     weak objects).

 - Method on Object: isReadOnly
     This method answers whether the VM will refuse to make changes to
     the objects when methods like `become:', `basicAt:put:', and
     possibly `at:put:' too (depending on the implementation of the
     method).  Note that GNU Smalltalk won't try to intercept
     assignments to fixed instance variables, nor assignments via
     `instVarAt:put:'. Many objects (Characters, `nil', `true',
     `false', method literals) are read-only by default.

 - Method on Object: makeReadOnly: aBoolean
     Changes the read-only or read-write status of the receiver to that
     indicated by `aBoolean'.

 - Method on Object: basicNewInFixedSpace
     Same as `#basicNew', but the object won't move across garbage
     collections.

 - Method on Object: basicNewInFixedSpace:
     Same as `#basicNew:', but the object won't move across garbage
     collections.

 - Method on Object: makeFixed
     Ensure that the receiver won't move across garbage collections.
     This can be used either if you decide after its creation that an
     object must be fixed, or if a class does not support using `#new'
     or `#new:' to create an object

   Note that, although particular applications will indeed have a need
for fixed, read-only or finalizable objects, the `#makeWeak' primitive
is seldom needed and weak objects are normally used only indirectly,
through the so called "weak collections".  These are easier to use
because they provide additional functionality (for example, `WeakArray'
is able to determine whether an item has been garbage collected, and
`WeakSet' implements hash table functionality); they are:

   * `WeakArray'

   * `WeakSet'

   * `WeakKeyDictionary'

   * `WeakValueLookupTable'

   * `WeakIdentitySet'

   * `WeakKeyIdentityDictionary'

   * `WeakValueIdentityDictionary'

   Versions of GNU Smalltalk preceding 2.1 included a
`WeakKeyLookupTable' class which has been replaced by
`WeakKeyDictionary'; the usage is completely identical, but the
implementation was changed to use a more efficient approach based on
ephemeron objects.


File: gst.info,  Node: Dynamic loading,  Next: Packages,  Prev: Special objects,  Up: Features

Dynamic loading
===============

   The `DLD' class enhances the C callout mechanism to automatically
look for unresolved functions in a series of program-specified
libraries.  To add a library to the list, evaluate code like the
following:
          DLD addLibrary: '/usr/lib/libc'

   The extension (`.so', `.sl', `.a', `.dll' depending on your
operating system) will be added automatically.  You are advised not to
specify it for portability reasons.

   You will then be able to use the standard C call-out mechanisms to
define all the functions in the C run-time library.  Note that this is
a potential security problem (especially if your program is SUID root
under Unix), so you might want to disable dynamic loading when using
GNU Smalltalk as an extension language.  To disable dynamic loading,
configure GNU Smalltalk passing the `--without-dld' switch.

   Note that a `DLD' class will be present even if dynamic loading is
disabled (either because your system is not supported, or by the
`--without-dld' configure switch) but any attempt to perform dynamic
linking will result in an error.


File: gst.info,  Node: Packages,  Prev: Dynamic loading,  Up: Features

Packages
========

   Thanks to Andreas Klimas' insight, GNU Smalltalk now includes a
powerful packaging system which allows one to file in components
("goodies" in Smalltalk's very folkloristic terminology) without caring
of whether they need other goodies to be loaded.

   The packaging system is implemented by a Smalltalk class,
`PackageLoader', which looks for information about packages in the XML
file named (guess what) `packages.xml', in the current image directory.
There are two ways to load something using the packaging system. The
first way is to use the PackageLoader's `fileInPackage:' and
`fileInPackages:' methods.  For example:
         PackageLoader fileInPackages: #('Blox' 'Browser').
         PackageLoader fileInPackage: 'Compiler'.

   The second way is to use the `Load.st' file which lies in the GST
image directory.  For example, start GNU Smalltalk with this command
line:

   gst -qsK Load.st -a Browser Blox Compiler(1)

and GST will automatically file in:

   * BloxTK, needed by Blox

   * Blox, loaded first because Browser needs it

   * Parser, not specified, but needed by Browser and Compiler

   * Browser

   * Compiler (Blox is skipped because it has already been loaded)

   Then it will save the Smalltalk image, and finally exit!

   To provide support for this system, you have to give away with your
GST goodies a small file (say you call it `mypkg') which looks like
this:
     <!-- This is the comment for the package file for
          the absolutely WONDERFUL package MyPackage -->
     
     <packages>
     <package>
       <name>MyPackage</name>
       <prereq>MyPrereq1</prereq>
       <prereq>MyPrereq2</prereq>
       <callout>MyCallout1</callout>
       <callout>MyCallout2</callout>
       <filein>Load.st</filein>
       <filein>Finish.st</filein>
       <module>libmymodule</module>
       <directory>yourDirectoryName</directory>
     
       <file>Load.st</file>
       <file>Finish.st</file>
       <file>MyFile1.st</file>
       <file>MyFile2.st</file>
       <!-- More files may follow -->
     </package>
     
     <!-- More packages may follow -->
     
     </packages>

   then people who install your package will only have to do
         gst-package mypkg

   which is a small shell script which will merge the file with
`packages.xml', install the files specified in the `file' tags and load
the packages.

   Simple, isn't it?  For examples of package declarations, have a look
at the `packages.xml' file as distributed with GNU Smalltalk.  The GNU
Smalltalk makefile also use `gst-package' to install packages and to
prepare the distribution tarballs.

   The rest of this chapter discusses the packages provided with GNU
Smalltalk.

* Menu:

* Blox, BloxTK, and Browser:             Blox.
* Parser, STInST, Compiler:              Smalltalk-in-Smalltalk.
* DB and MySQL:                          Database.
* I18N:                                  Locales.
* SUnit:                                 SUnit.
* TCP, WebServer, NetClients:            Network support.
* XML, XPath, XSL:                       XML.
* Minor packages:                        Minor packages.

   ---------- Footnotes ----------

   (1) When using an alternate image path, don't use the -K option and
pass the full path to the `Load.st' script.


File: gst.info,  Node: Blox,  Next: Smalltalk-in-Smalltalk,  Up: Packages

Blox
----

   Blox is a GUI building block tool kit.  It is an abstraction on top
of the a platform's native GUI toolkit that is common across all
platforms.  Writing to the Blox interface means your GUI based
application will be portable to any platform where Blox is supported.

   The Blox classes, which reside in the `BLOX' namespace and are fully
documented in *Note BLOX: (gst-libs)BLOX, act as wrappers around other
toolkits, which constitute the required portability layer; currently
the only one supported is Tcl/Tk but alternative versions of Blox, for
example based on Gtk+ and GNOME, will be considered.  Instead of having
to rewrite widgets and support for each platform, Blox simply asks the
other toolkit to do so (currently, it hands valid Tcl code to a
standard Tcl 8.0 environment); the abstraction from the operating
system being used is then extracted out of GNU Smalltalk.

   Together with the toolkit, there is a browsing system in the
`browser' directory that will allow the programmer to view the source
code for existing classes, to modify existing classes and methods, to
get detailed information about the classes and methods, and to evaluate
code within the browser.  In addition, some simple debugging tools are
provided.  An Inspector window allows the programmer to graphically
inspect and modify the representation of an object and a walkback
inspector was designed which will display a backtrace when the program
encounters an error.

   The Transcript global object is redirected to print to the
transcript window instead of printing to stdout, and the transcript
window as well as the workspaces, unlike the console read-eval-print
loop, support variables that live across multiple evaluations:

         a := 2   "Do-it"
         a + 2    "Print-it: 4 will be shown"

   This browser evolved from an Xt-based version developed around 1993
written by Brad Diller (bdiller@docent.com). Because of legal concerns
about possible copyright infringement because his initial
implementation used parts of ParcPlace's Model-View-Controller (MVC)
message interface, he and Richard Stallman devised a new window update
scheme which is more flexible and powerful than MVC's dependency
mechanism, and allowed him to purge all the MVC elements from the
implementation.

   The code was then further improved to employ a better class design
(for example, Brad used Dictionaries for classes still to be fleshed
out), to be aesthetically more appealing (taking advantage of the new
Blox text widget, the code browsers were enhanced with syntax
highlighting), and to be more complete (adding multiple "views" to the
inspector, namespace support and a complete debugger).

   To start the browser you can simply type:

         gst -qK browser/Run.st

   This will load any requested packages, then, if all goes well, a
worksheet window with a menu named "Smalltalk" will appear in the
top-left corner of the screen. You might want to file-in
`browser/Run.st' from your `.stinit' file (*note Startup sequence:
Operation.) or to run it automatically through ObjectMemory (*note
Memory access::).


File: gst.info,  Node: Smalltalk-in-Smalltalk,  Next: Database,  Prev: Blox,  Up: Packages

The Smalltalk-in-Smalltalk library
----------------------------------

   The Smalltalk-in-Smalltalk library is a set of classes for looking at
Smalltalk code, constructing models of Smalltalk classes that can later
be created for real, analyzing and performing changes to the image,
finding smelly code and automatically doing repetitive changes.  This
package incredibly enhances the reflective capabilities of Smalltalk.

   Being quite big (20000 source code lines) this package is split into
three different packages: `Parser' loads the parser only, `STInST'
loads various other tools (which compose the "Refactoring Browser"
package by John Brant and Don Roberts and will be the foundation for
GNU Smalltalk's next generation browser), `STInSTTest' performs
comprehensive unit tests(1) (*note SUnit::).  Porting of the `STInST'
package will be completed in GNU Smalltalk 2.2.

   A fundamental part of the system is the recursive-descent parser
which creates parse nodes in the form of instances of subclasses of
`RBProgramNode'.

   The parser's extreme flexibility can be exploited in three ways, all
of which are demonstrated by source code available in the distribution:

   * First, actions are not hard-coded in the parser itself: the parser
     creates a parse tree, then hands it to methods in `RBParser' that
     can be overridden in different `RBParser' subclasses.  This is done
     by the compiler itself, in which a subclass of `RBParser' (class
     `STFileInParser') hands the parse trees to the `STCompiler' class.

   * Second, an implementation of the "visitor" pattern is provided to
     help in dealing with parse trees created along the way; this
     approach is demonstrated by the Smalltalk code pretty-printer in
     class `RBFormatter', by the syntax highlighting engine included
     with the browser, and by the compiler.

   * The parser is able to perform complex tree searches and rewrites,
     through the ParseTreeSearcher and ParseTreeRewriter classes.  This
     mechanism is exploited by most of the tools loaded by the `STInST'
     package.

   In addition, two applications were created on top of this library
which are specific to GNU Smalltalk.  The first is a compiler for
Smalltalk methods written in Smalltalk itself, whose source code
provides good insights into the GNU Smalltalk virtual machine.

   The second is the automatic documentation extractor, contained in
two files, `compiler/STLoader.st' and `compiler/STLoaderObjs.st'.  To
be able to create Texinfo files even if the library cannot be loaded
(for example, `BLOX' requires a running X server) Smalltalk source code
is interpreted and objects for the classes and methods being read in
are created; then, polymorphism allows one to treat these exactly like
usual classes which can be fed to GNU Smalltalk's `ClassPublisher'
(found in `examples/Publish.st'.

   ---------- Footnotes ----------

   (1)     The tests can take *hours* to complete!


File: gst.info,  Node: Database,  Next: Locales,  Prev: Smalltalk-in-Smalltalk,  Up: Packages

Database connectivity
---------------------

   GNU Smalltalk includes support for connecting to databases.
Currently this support is limited to retrieving result sets from SQL
selection queries and executing SQL data manipulation queries; in the
future however a full object model will be available that hides the
usage of SQL.

   Classes that are independent of the database management system that
is in use reside in package `DB', while the drivers proper reside in
separate packages which have `DB' as a prerequisite; currently, the
only driver that is currently supplied is for _MySQL_ (loaded with
package _MySQL_).

   Using the library is fairly simple.  To execute a query you need to
create a connection to the database, create a statement on the
connection, and execute your query.  For example, let's say I want to
connect to the `test' database on the localhost.  My user name is `doe'
and my password is `mypass'.

     | connection statement result |
     
     connection := Jdm MySQL JdmConnection on:
         (Jdm JdmConnectionSpec new initialize
             user: 'doe'; password: 'mypass';
             database: 'test').

   You can see that the DBMS-specific classes live in a sub-namespace
of `Jdm', while DBMS-independent classes live in `Jdm'.  `Jdm' are the
initials of the original developer of the driver, and also an acronym
for _Just a Database Manager_--silly acronym, I know.

   Here is how I execute a query.

     statement := connection createStatement.
     result := statement
         executeQuery: 'insert into aTable (aField) values (aValue)'.

   The result that is returned is a `JdmResult'.  It holds two values:
the result type and the actual result value.  For update queries the
type is set to #update and the value is an integer designating the
number of rows effected.  For read queries (such as selection queries)
the type is set to #read and the value is a `JdmResultSet'.

   A `JdmResultSet' reads rows off the result stream.  It also contains
a collection of column information (instances of `JdmColumn') which
describe the type, size, and other characteristics of the returned
column.  Generally you grab the columns by sending the "next" message
to the result set.  The next message returns a Boolean which indicates
whether or not there are any more rows to be read.  Do NOT read past
the last row: currently the driver will block when this happens.

   A common usage of a JdmResultSet would be:

     | resultSet value |
     [resultSet next] whileFalse: [value := resultSet valueNamed: 'columnName'].

   The result set has several accessing methods. They are:

`valueAt: anInteger'
     returns the Smalltalk value at column number anInteger

`rawValueAt: anInteger'
     returns the raw (String) value at column number anInteger

`valueNamed: aString'
     returns the Smalltalk value for the column named aString.

`rawValueNamed: aString'
     returns the raw (String) value for the column named aString

   To run the test suites your mysql server needs to be on the local
machine, the database "test" needs to exist, and a user named `utente'
on the localhost need full access to the database "test".

   The aforementioned conditions are true when Mysql is first installed.

   The tests run fairly slow since each row consists of all possible
Mysql types and many of the inserted values are generated.

   To run the tests execute the following:

     Jdm MySQL JdmMysqlTestSuite new run printNl


File: gst.info,  Node: Locales,  Next: SUnit,  Prev: Database,  Up: Packages

Internationalization and localization support
---------------------------------------------

   Different countries and cultures have varying conventions for how to
communicate.  These conventions range from very simple ones, such as the
format for representing dates and times, to very complex ones, such as
the language spoken.  Provided the programs are written to obey the
choice of conventions, they will follow the conventions preferred by the
user.  GNU Smalltalk provides the `I18N' package to ease you in doing
so.

   "Internationalizing" software means programming it to be able to
adapt to the user's favorite conventions.  These conventions can get
pretty complex; for example, the user might specify the locale
`espana-castellano' for most purposes, but specify the locale
`usa-english' for currency formatting: this might make sense if the user
is a Spanish-speaking American, working in Spanish, but representing
monetary amounts in US dollars.  You can see that this system is simple
but, at the same time, very complete.  This manual, however, is not the
right place for a thorough discussion of how an user would set up his
system for these conventions; for more information, refer to your
operating system's manual or to the GNU C library's manual.

   GNU Smalltalk inherits from ISO C the concept of a "locale", that
is, a collection of conventions, one convention for each purpose, and
maps each of these purposes to a Smalltalk class defined by the `I18N'
package, and these classes form a small hierarchy with class
`Locale'(1) as its roots:

   * `LcNumeric' formats numbers; `LcMonetary' and `LcMonetaryISO'
     format currency amounts.

   * `LcTime' formats dates and times.

   * `LcMessages' translates your program's output.  Of course, the
     package can't automatically translate your program's output
     messages into other languages; the only way you can support output
     in the user's favorite language is to translate these messages by
     hand.  The package does, though, provide methods to easily handle
     translations into multiple languages.

   Basic usage of the `I18N' package involves a single selector, the
question mark (`?'), which is a rarely used yet valid character for a
Smalltalk binary message.  The meaning of the question mark selector is
"Hey, how do you say ... under your convention?".  You can send `?' to
either a specific instance of a subclass of `Locale', or to the class
itself; in this case, rules for the default locale (which is specified
via environment variables) apply.  You might say, for example, `LcTime
? Date today' or, for example, `germanMonetaryLocale ? account
balance'.  This syntax can be at first confusing, but turns out to be
convenient because of its consistency and overall simplicity.

   Here is how `?' works for different classes:

 - Method on LcTime: ? aString
     Format a date, a time or a timestamp (`DateTime' object).

 - Method on LcNumber: ? aString
     Format a number.

 - Method on LcMonetary: ? aString
     Format a monetary value together with its currency symbol.

 - Method on LcMonetaryISO: ? aString
     Format a monetary value together with its ISO currency symbol.

 - Method on LcMessages: ? aString
     Answer an `LcMessagesDomain' that retrieves translations from the
     specified file.

 - Method on LcMessagesDomain: ? aString
     Retrieve the translation of the given string.(2)

   The package provides much more functionality, including more advanced
formatting options support for Unicode, and conversion to and from
several character sets.  For more information, refer to *Note I18N:
(gst-libs)I18N.

   As an aside, the representation of locales that the package uses is
exactly the same as the C library, which has many advantages: the burden
of mantaining locale data is removed from GNU Smalltalk's mantainers;
the need of having two copies of the same data is removed from GNU
Smalltalk's users; and finally, uniformity of the conventions assumed
by different internationalized programs is guaranteed to the end user.

   In addition, the representation of translated strings is the standard
MO file format adopted by the GNU `gettext' library.

   ---------- Footnotes ----------

   (1) All     the classes mentioned in this section reside in the
`I18N' namespace.

   (2) The `?' method    does not apply to the LcMessagesDomain class
itself, but only to its    instances.  This is because LcMessagesDomain
is not a subclass of    Locale.


File: gst.info,  Node: SUnit,  Next: Network support,  Prev: Locales,  Up: Packages

The SUnit testing package
-------------------------

   `SUnit' is a framework to write and perform test cases in Smalltalk,
originarily written by the father of Extreme Programming(1), Kent Beck.
`SUnit' allows one to write the tests and check results in Smalltalk;
while this approach has the disadvantage that testers need to be able
to write simple Smalltalk programs, the resulting tests are very stable.

   What follows is a description of the philosophy of `SUnit' and a
description of its usage, excerpted from Kent Beck's paper in which he
describes `SUnit'.

Where should you start?
.......................

   Testing is one of those impossible tasks. You'd like to be absolutely
complete, so you can be sure the software will work.  On the other hand,
the number of possible states of your program is so large that you can't
possibly test all combinations.

   If you start with a vague idea of what you'll be testing, you'll
never get started. Far better to _start with a single configuration
whose behavior is predictable_. As you get more experience with your
software, you will be able to add to the list of configurations.

   Such a configuration is called a "fixture".  Two example fixtures
for testing Floats can be `1.0' and `2.0'; two fixtures for testing
Arrays can be `#()' and `#(1 2 3)'.

   By choosing a fixture you are saying what you will and won't test
for. A complete set of tests for a community of objects will have many
fixtures, each of which will be tested many ways.

   To design a test fixture you have to
   * Subclass TestCase

   * Add an instance variable for each known object in the fixture

   * Override setUp to initialize the variables

How do you represent a single unit of testing?
..............................................

   You can predict the results of sending a message to a fixture. You
need to represent such a predictable situation somehow.  The simplest
way to represent this is interactively. You open an Inspector on your
fixture and you start sending it messages. There are two drawbacks to
this method. First, you keep sending messages to the same fixture.  If
a test happens to mess that object up, all subsequent tests will fail,
even though the code may be correct.

   More importantly, though, you can't easily communicate interactive
tests to others. If you give someone else your objects, the only way
they have of testing them is to have you come and inspect them.

   By representing each predictable situation as an object, each with
its own fixture, no two tests will ever interfere. Also, you can easily
give tests to others to run. _Represent a predictable reaction of a
fixture as a method._  Add a method to TestCase subclass, and stimulate
the fixture in the method.

How do you test for expected results?
.....................................

   If you're testing interactively, you check for expected results
directly, by printing and inspecting your objects.  Since tests are in
their own objects, you need a way to programmatically look for
problems. One way to accomplish this is to use the standard error
handling mechanism (`#error:') with testing logic to signal errors:

     2 + 3 = 5 ifFalse: [self error: 'Wrong answer']

   When you're testing, you'd like to distinguish between errors you are
checking for, like getting six as the sum of two and three, and errors
you didn't anticipate, like subscripts being out of bounds or messages
not being understood.

   There's not a lot you can do about unanticipated errors (if you did
something about them, they wouldn't be unanticipated any more, would
they?) When a catastrophic error occurs, the framework stops running the
test case, records the error, and runs the next test case. Since each
test case has its own fixture, the error in the previous case will not
affect the next.

   The testing framework makes checking for expected values simple by
providing a method, `#should:', that takes a Block as an argument.  If
the Block evaluates to true, everything is fine. Otherwise, the test
case stops running, the failure is recorded, and the next test case
runs.

   So, you have to _turn checks into a Block evaluating to a Boolean,
and send the Block as the parameter to `#should:'_.

   In the example, after stimulating the fixture by adding an object to
an empty Set, we want to check and make sure it's in there:

     SetTestCasee>>#testAdd
         empty add: 5.
         self should: [empty includes: 5]

   There is a variant on `TestCase>>#should:'. `TestCase>>#shouldnt:'
causes the test case to fail if the Block argument evaluates to true.
It is there so you don't have to use `(...) not'.

   Once you have a test case this far, you can run it. Create an
instance of your TestCase subclass, giving it the selector of the
testing method. Send `run' to the resulting object:

     (SetTestCase selector: #testAdd) run

   If it runs to completion, the test worked. If you get a walkback,
something went wrong.

How do you collect and run many different test cases?
.....................................................

   As soon as you have two test cases running, you'll want to run them
both one after the other without having to execute two do it's. You
could just string together a bunch of expressions to create and run test
cases. However, when you then wanted to run "this bunch of cases and
that bunch of cases" you'd be stuck.

   The testing framework provides an object to represent "a bunch of
tests", `TestSuite'. A `TestSuite' runs a collection of test cases and
reports their results all at once. Taking advantage of polymorphism,
`TestSuites' can also contain other `TestSuites', so you can put Joe's
tests and Tammy's tests together by creating a higher level suite.
_Combine test cases into a test suite._

     (TestSuite named: 'Money')
         add: (MoneyTestCase selector: #testAdd);
         add: (MoneyTestCase selector: #testSubtract);
         run

   The result of sending `#run' to a `TestSuite' is a `TestResult'
object. It records all the test cases that caused failures or errors,
and the time at which the suite was run.

   All of these objects are suitable for being stored in the image and
retrieved.  You can easily store a suite, then bring it in and run it,
comparing results with previous runs.

   ---------- Footnotes ----------

   (1) Extreme    Programming is a software engineering technique that
focuses on    team work (to the point that a programmer looks in
real-time at    what another one is typing), frequent testing of the
program,    and incremental design.


File: gst.info,  Node: Network support,  Next: XML,  Prev: SUnit,  Up: Packages

TCP, WebServer, NetClients
--------------------------

   GNU Smalltalk includes an almost complete abstraction of the TCP, UDP
and IP protocols.  Although based on the standard BSD sockets, this
library provides facilities such as buffering and preemptive I/O which
a C programmer usually has to implement manually.

   The distribution includes a few tests (mostly loopback tests that
demonstrate both client and server connection), which are class methods
in `Socket'.  This code should guide you in the process of creating and
using both server and client sockets; after creation, sockets behave
practically the same as standard Smalltalk streams, so you should not
have particular problems.  For more information, refer to *Note TCP:
(gst-libs)TCP.

   In addition, package `WebServer' implements a servlet-based web
serving framework engine, including support for file servers as well as
Wiki-style servers(1); each server is a subclass of `Servlet', and
different servers can live together under different paths.  See the
class side examples protocol of WebServer to get it up and running
quick.

   The server is based on the GPL'ed WikiWorks project. For up to
date/more info go see <http://wiki.cs.uiuc.edu/VisualWorks/WikiWorks>>.
Many thanks go to the various people who had worked on the version on
which the server is based:

     Joseph Bacanskas joeb@mutual.navigant.com
     Travis Griggs tgriggs@keyww.com
     Ralph Johnson johnson@cs.uiuc.edu
     Eliot Miranda eliot@objectshare.com
     Ken Treis ktreis@keyww.com
     John Brant brant@cs.uiuc.edu
     Joe Whitesell whitesell@physsoft.com

   Apart from porting to GNU Smalltalk, a number of changes were made
to the code, including refactoring of classes, better aesthetics,
authentication support, virtual hosting, and HTTP 1.1 compliance.

   There is also code implementing the most popular Internet protocols:
FTP, HTTP, NNTP, SMTP, POP3 and IMAP.  These classes, loaded by the
`NetClients' package, are derived from multiple public domain and free
software packages available for other Smalltalk dialects and ported to
GNU Smalltalk.  Future version of GNU Smalltalk will include
documentation for these as well.

   ---------- Footnotes ----------

   (1) A Wiki is a kind of collaborative web site, which allows one to
edit the contents of a page.


File: gst.info,  Node: XML,  Next: Minor packages,  Prev: Network support,  Up: Packages

An XML parser and object model for GNU Smalltalk
------------------------------------------------

   The XML parser library for Smalltalk, loaded as package XML includes
a validating XML parser and Document Object Model.  This library is
rapidly becoming a standard in the Smalltalk world and a XSL
interpreter based on it is bundled with GNU Smalltalk as well (see
packages XPath and XSL).


File: gst.info,  Node: Minor packages,  Prev: XML,  Up: Packages

Minor packages
--------------

   Various other "minor" packages are provided, typically as examples of
writing modules for GNU Smalltalk (*note Linking your libraries to the
virtual machine: External modules.).  These are Regex, providing Perl5
regular expressions, GDBM, which is an interface to the GNU database
manager, and MD5, which provides a simple class to quickly compute
cryptographically strong hash values.


File: gst.info,  Node: Emacs,  Next: C and Smalltalk,  Prev: Features,  Up: Top

Smalltalk interface for GNU Emacs
*********************************

   GNU Smalltalk comes with its own Emacs mode for hacking Smalltalk
code.  It also provides tools for interacting with a running Smalltalk
system in an Emacs subwindow.

* Menu:

* Autoloading::       Autoloading GNU Smalltalk mode.
* Editing::           Autoindent and more for GNU Smalltalk.
* Interactor::        Smalltalk interactor mode.


File: gst.info,  Node: Autoloading,  Next: Editing,  Up: Emacs

Autoloading GNU Smalltalk mode
==============================

   To cause Emacs to automatically go into Smalltalk mode when you edit
a Smalltalk file (one with the extension `.st'), you need to add the
following lines to your `.emacs' file:

     (setq auto-mode-alist
           (append  '(("\\.st\\'" . smalltalk-mode))
                    auto-mode-alist))
     
     (autoload 'smalltalk-mode "<path>smalltalk-mode.elc" "" t)

where <path> is the path to where the two Emacs Lisp files included
with GNU Smalltalk are installed (by default, something like
`/usr/local/share/emacs/site-lisp').


File: gst.info,  Node: Editing,  Next: Interactor,  Prev: Autoloading,  Up: Emacs

Smalltalk editing mode
======================

   The GNU Smalltalk editing mode is there to assist you in editing your
Smalltalk code.  It tries to be smart about indentation and provides a
few cooked templates to save you keystrokes.

   Since Smalltalk syntax is highly context sensitive, the Smalltalk
editing mode will occasionally get confused when you are editing
expressions instead of method definitions.  In particular, using local
variables, thus:

     | foo |
         foo := 3.
         ^foo squared !

will confuse the Smalltalk editing mode, as this might also be a
definition the binary operator `|', with second argument called
<foo>.  If you find yourself confused when editing this type of
expression, put a dummy method name before the start of the expression,
and take it out when you're done editing, thus:

     x
     | foo |
         foo := 3.
         ^foo squared !


File: gst.info,  Node: Interactor,  Prev: Editing,  Up: Emacs

Smalltalk interactor mode
=========================

   An interesting feature of Emacs Smalltalk is the Smalltalk
interactor, which basically allows you run in GNU Emacs with Smalltalk
files in one window, and Smalltalk in the other.  You can, with a
single command, edit and change method definitions in the live
Smalltalk system, evaluate expressions, make image snapshots of the
system so you can pick up where you left off, file in an entire
Smalltalk file, etc.  It makes a tremendous difference in the
productivity and enjoyment that you'll have when using GNU Smalltalk.

   To start up the Smalltalk interactor, you must be running GNU Emacs
and in a buffer that's in Smalltalk mode.  Then, if you type `C-c m'.
A second window will appear with GNU Smalltalk running in it.

   This window is in most respects like a Shell mode window.  You can
type Smalltalk expressions to it directly and re-execute previous things
in the window by moving the cursor back to the line that contains the
expression that you wish to re-execute and typing return.

   Notice the status in the mode line (e.g. `starting-up', `idle',
etc).  This status will change when you issue various commands from
Smalltalk mode.

   When you first fire up the Smalltalk interactor, it puts you in the
window in which Smalltalk is running.  You'll want to switch back to
the window with your file in it to explore the rest of the interactor
mode, so do it now.

   To execute a range of code, mark the region around and type `C-c e'.
The expression in the region is sent to Smalltalk and evaluated.  The
status will change to indicate that the expression is executing.  This
will work for any region that you create.  If the region does not end
with an exclamation point (which is syntactically required by
Smalltalk), one will be added for you.

   There is also a shortcut, `C-c d' (also invokeable as `M-x
smalltalk-doit'), which uses a simple heuristic to figure out the start
and end of the expression: it searches forward for a line that begins
with an exclamation point, and backward for a line that does not begin
with space, tab, or the comment character, and sends all the text in
between to Smalltalk.  If you provide a prefix argument (by typing `C-u
C-c d' for instance), it will bypass the heuristic and use the region
instead (just like `C-c e' does).

   `C-c c' will compile a method; it uses a similar heuristic to
determine the bounds of the method definition.  Typically, you'll
change a method definition, type `C-c c' and move on to whatever's
next.  If you want to compile a whole bunch of method definitions,
you'll have to mark the entire set of method definitions (from the
`methodsFor:' line to the `! !') as the region and use `C-c e'.

   After you've compiled and executed some expressions, you may want to
take a snapshot of your work so that you don't have to re-do things
next time you fire up Smalltalk.  To do this, you use the `C-c s'
command, which invokes `ObjectMemory snapshot'.  If you invoke this
command with a prefix argument, you can specify a different name for
the image file, and you can have that image file loaded instead of the
default one by using the `-I' flag on the command line when invoking
Smalltalk.

   You can also evaluate an expression and have the result of the
evaluation printed by using the `C-c p' command.  Mark the region and
use the command.

   To file in an entire file (perhaps the one that you currently have in
the buffer that you are working on), type `C-c f'.  You can type the
name of a file to load at the prompt, or just type return and the file
associated with the current buffer will be loaded into Smalltalk.

   When you're ready to quit using GNU Smalltalk, you can quit cleanly
by using the `C-c q' command.  If you want to fire up Smalltalk again,
or if (heaven forbid) Smalltalk dies on you, you can use the `C-c m'
command, and Smalltalk will be reincarnated.  Even if it's running, but
the Smalltalk window is not visible, `C-c m' will cause it to be
displayed right away.

   You might notice that as you use this mode, the Smalltalk window
will scroll to keep the bottom of the buffer in focus, even when the
Smalltalk window is not the current window.  This was a design choice
that I made to see how it would work.  On the whole, I guess I'm pretty
happy with it, but I am interested in hearing your opinions on the
subject.


File: gst.info,  Node: C and Smalltalk,  Next: Tutorial,  Prev: Emacs,  Up: Top

Interoperability between C and GNU Smalltalk
********************************************

* Menu:

* External modules::        Linking your libraries to the virtual machine
* C callout::               Calls from Smalltalk to C
* C data types::            Manipulating C data from Smalltalk
* Smalltalk types::         Manipulating Smalltalk data from C
* Smalltalk callin::        Calls from C to Smalltalk
* Object representation::   Manipulating your own Smalltalk objects
* Incubator::               Protecting newly created objects from garbage
                            collections
* Other C functions::       Handling and creating OOPs
* Using Smalltalk::         The Smalltalk environment as an extension library


File: gst.info,  Node: External modules,  Next: C callout,  Up: C and Smalltalk

Linking your libraries to the virtual machine
=============================================

   A nice thing you can do with GNU Smalltalk is enhancing it with your
own goodies.  If they're written in Smalltalk only, no problem: getting
them to work as packages (*note Packages::), and to fit in with the GNU
Smalltalk packaging system, is likely to be a five-minutes task.

   If your goodie is mostly written in C and you don't need particular
glue to link it to Smalltalk (for example, there are no callbacks from
C code to Smalltalk code), you can use the `dynamic library linking'
system.  When using this system, you have to link GNU Smalltalk with the
library at run-time using DLD; the method to be used here is `DLD
class>>#addLibrary:'.

   But if you want to provide a more intimate link between C and
Smalltalk, as is the case with Blox, you should use the `dynamic module
linking' system.  This section explains what to do, taking the Blox
library as a guide.

   Modules are searched for in the `gnu-smalltalk' subdirectory of the
system library path, or in the directory that the `SMALLTALK_MODULES'
environment variable points to.  A module is distinguished from a
standard shared library because it has a function which Smalltalk calls
to initialize the module; the name of this function must be
`gst_initModule'.  Here is the initialization function used by Blox:

     void
     gst_initModule(proxy)
          VMProxy *proxy;
     {
       vmProxy = proxy;
       vmProxy->defineCFunc("Tcl_Eval", Tcl_Eval);
       vmProxy->defineCFunc("Tcl_GetStringResult", Tcl_GetStringResult);
       vmProxy->defineCFunc("tclInit", tclInit);
       vmProxy->defineCFunc("bloxIdle", bloxIdle);
     }

   Note that the `defineCFunc' function is called through a function
pointer in `gst_initModule', and that Blox saves the value of its
parameter to be used elsewhere in its code.  This is not strictly
necessary on many platforms, namely those where the module is
effectively _linked with the Smalltalk virtual machine_ at run-time;
but since some(1) cannot obtain this, for maximum portability you must
always call the virtual machine through the proxy and never refer to
any symbol which the virtual machine exports.  For uniformity, even
programs that link with `libgst.a' should not call these functions
directly, but through a `VMProxy' exported by `libgst.a' and accessible
through the `gst_interpreter_proxy' variable.

   First of all, you have to build your package as a shared library;
using GNU Automake and `libtool', this is as easy as changing your
`Makefile.am' file so that it reads like this

     pkglib_LTLIBRARIES = libblox.la
     libblox_la_LDFLAGS = -module -no-undefined "... more flags ..."
     libblox_la_SOURCES = "... your source files ..."

instead of reading like this

     pkglib_LIBRARIES = libblox.a
     libblox_a_LDFLAGS = "... more flags ..."
     libblox_a_SOURCES = "... your source files ..."

   As you see, you only have to change `.a' extensions to `.la',
`LIBRARIES' targets to `LTLIBRARIES', and add appropriate options to
`LDFLAGS'(2).  You will also have to run `libtoolize' and follow its
instruction, but this is really simpler than it looks.

   Note that this example uses `pkglib' because TCP is installed
together with Smalltalk, but in general this is not necessary.  You can
install the library wherever you want; `libtool' will even generate
appropriate warnings to the installer if `ldconfig' (or an equivalent
program) has to be re-run.

   Finally, you will have to specify the name of the module in the
`packages' file.  In this case, the relevant entry in that file will be

     Blox
         Kernel
         Blox.st libblox
         ../blox

   Everything not ending with `.st' will be picked by the package
loader as a module, and will be passed to `DLD class>>#addModule:'
before attempting to file-in the Smalltalk source files.

   ---------- Footnotes ----------

   (1) The most notable are AIX and Windows.

   (2) Specifying `-no-undefined' is not necessary, but it does perform
that the portability conditions explained above (no reference to
symbols in the virtual machine) are satisfied


File: gst.info,  Node: C callout,  Next: C data types,  Prev: External modules,  Up: C and Smalltalk

Using the C callout mechanism
=============================

   To use the C callout mechanism, you first need to inform Smalltalk
about the C functions that you wish to call.  You currently need to do
this in two places: 1) you need to establish the mapping between your C
function's address and the name that you wish to refer to it by, and 2)
define that function along with how the argument objects should be
mapped to C data types to the Smalltalk interpreter.  As an example, let
us use the pre-defined (to GNU Smalltalk) functions of `system' and
`getenv'.

   First, the mapping between these functions and string names for the
functions needs to be established in your module.  If you are writing an
external Smalltalk module (which can look at Smalltalk objects and
manipulate them), see *Note Linking your libraries to the virtual
machine: External modules; if you are using function from a dynamically
loaded library, see *Note Dynamic loading::.

   Second, we need to define a method that will invoke these C functions
and describe its arguments to the Smalltalk runtime system.  Such a
method is automatically generated by calling a method which is available
to every class, `defineCFunc:withSelectorArgs:returning:args:'.

   Here are the definitions for the two functions `system' and `getenv'
(taken from `kernel/CFuncs.st')
     SystemDictionary defineCFunc: 'system'
         withSelectorArgs: 'system: aString'
         returning: #int
         args: #(string)!
     
     SystemDictionary defineCFunc: 'getenv'
         withSelectorArgs: 'getenv: aString'
         returning: #string
         args: #(string)!

   The various keyword arguments are described below.

   The arguments are as follows:

`SystemDictionary'
     This specifies where the new method should be stored.  In our
     case, the method will be installed in the SystemDictionary, so
     that we would invoke it thus:
             Smalltalk system: 'lpr README' !

     Again, there is no special significance to which class receives the
     method; it could have just as well been Float, but it might look
     kind of strange to see:
             1701.0 system: 'mail sbb@gnu.org' !

`defineCFunc: 'system''
     This says that we are defining the C function `system'.  This name
     must be *exactly* the same as the string passed to `defineCFunc'.

`withSelectorArgs: 'system: aString''
     This defines how this method will be invoked from Smalltalk.  The
     name of the method does not have to match the name of the C
     function; we could have just as easily defined the selector to be
     `'rambo: fooFoo''; it's just good practice to define the method
     with a similar name and the argument names to reflect the data
     types that should be passed.

`returning: #int'
     This defines the C data type that will be returned.  It is
     converted to the corresponding Smalltalk data type.  The set of
     legal return types is:
    `char'
          Single C character value

    `string'
          A C char *, converted to a Smalltalk string

    `stringOut'
          A C char *, converted to a Smalltalk string and then freed.

    `symbol'
          A C char *, converted to a Smalltalk symbol

    `int'
          A C int value

    `uInt'
          A C unsigned int value

    `long'
          A C long value

    `uLong'
          A C unsigned long value

    `double'
          A C double, converted to an instance of FloatD

    `void'
          No returned value

    `cObject'
          An anonymous C pointer; useful to pass back to some C
          function later

    `smalltalk'
          An anonymous (to C) Smalltalk object pointer; should have
          been passed to C at some point in the past or created by the
          program by calling other public GNU Smalltalk functions
          (*note Smalltalk types::).

    `CTYPE'
          You can pass an instance of CType or one of its subclasses
          (*note C data types::)

`args: #(string)'
     This is an array of symbols that describes the types of the
     arguments in order.  For example, to specify a call to open(2),
     the arguments might look something like:
             args: #(string int int)

     The following argument types are supported; see above for details.

    `unknown'
          Smalltalk will make the best conversion that it can guess for
          this object; see the mapping table below

    `boolean'
          passed as `char', which is promoted to `int'

    `char'
          passed as `char', which is promoted to `int'

    `string'
          passed as `char *'

    `stringOut'
          passed as `char *', the contents are expected to be
          overwritten with a new C string, and the object that was
          passed becomes the new string on return

    `symbol'
          passed as `char *'

    `byteArray'
          passed as `char *', even though may contain NUL's

    `int'
          passed as `int'

    `uInt'
          passed as `unsigned int'

    `long'
          passed as `long'

    `uLong'
          passed as `unsigned long'

    `double'
          passed as `double'

    `cObject'
          C object value passed as `long' or `void *'

    `smalltalk'
          Pass the object pointer to C.  The C routine should treat the
          value as a pointer to anonymous storage.  This pointer can be
          returned to Smalltalk at some later point in time.

    `variadic'
    `variadicSmalltalk'
          an Array is expected, each of the elements of the array will
          be converted like an `unknown' parameter if `variadic' is
          used, or passed as a raw object pointer for
          `variadicSmalltalk'.

    `self'
    `selfSmalltalk'
          Pass the receiver, converting it to C like an `unknown'
          parameter if `self' is used or passing the raw object pointer
          for `selfSmalltalk'.  Parameters passed this way don't map to
          the message's arguments, instead they map to the message's
          receiver.

   Table of parameter conversions:

Declared param type   Object type             C parameter type used
boolean               Boolean (True, False)   int
byteArray             ByteArray               char *
cObject               CObject                 void *
char                  Boolean (True, False)   int
char                  Character               int (C promotion rule)
char                  Integer                 int
double                Float                   double (C promotion)
int                   Boolean (True, False)   int
int                   Integer                 int
uInt                  Boolean (True, False)   unsigned int
uInt                  Integer                 unsigned int
long                  Boolean (True, False)   long
long                  Integer                 long
uLong                 Boolean (True, False)   unsigned long
uLong                 Integer                 unsigned long
smalltalk,            anything                OOP
selfSmalltalk                                 
string                String                  char *
string                Symbol                  char *
stringOut             String                  char *
symbol                Symbol                  char *
unknown, self         Boolean (True, False)   int
unknown, self         ByteArray               char *
unknown, self         CObject                 void *
unknown, self         Character               int
unknown, self         Float                   double
unknown, self         Integer                 long
unknown, self         String                  char *
unknown, self         Symbol                  char *
unknown, self         anything else           OOP
variadic              Array                   each element is passed
                                              according to "unknown"
variadicSmalltalk     Array                   each element is passed as
                                              an OOP

   When your call-out returns `#void', depending on your application
you might consider using "asynchronous call-outs".  These are call-outs
that do not suspend the process that initiated them, so the process
might be scheduled again, executing the code that follows the call-out,
during the execution of the call-out itself.  This is particularly
handy when writing event loops (the most common place where you call
back into Smalltalk) because then _you can handle events that arrive
during the handling of an outer event_ before the outer event is
processed.  Depending on your application this might be correct or not,
of course.  In the future, asynchronous call-outs might be started into
a separate thread.

   An asynchronous call-out is defined using an alternate method,
`defineAsyncCFunc:withSelectorArgs:args:'.  Note that the returned
value parameter is missing because an asynchronous call-out always
returns `nil'.


File: gst.info,  Node: C data types,  Next: Smalltalk types,  Prev: C callout,  Up: C and Smalltalk

The C data type manipulation system
===================================

   `CType' is a class used to represent C data types themselves (no
storage, just the type). There are subclasses called things like
`C<mumble>CType'.  The instances can answer their size and alignment.
Their `valueType' is the underlying type of data.  It's either an
integer, which is interpreted by the interpreter as the scalar type, or
the underlying element type, which is another `CType' subclass instance.

   To make life easier, there are global variables which hold onto
instances of `CScalarCType': they are called `C<mumble>Type' (like
`CIntType', not like `CIntCType'), and can be used wherever a C
datatype is used.  If you had an array of strings, the elements would
be CStringType's (a specific instance of CScalarCType).

   `CObject' is the base class of the instances of C data.  It has a
subclass called `CScalar', which has subclasses called `C<mumble>'.
These subclasses can answer size and alignment information.

   Instances of `CObject' holds a pointer to a C type variable.  The
variable can be allocated from Smalltalk by doing `<type> new', where
`<type>' is a `CType' subclass instance, or it may have been returned
through the C callout mechanism as a return value.  Remember that
`CObject' and its subclasses represent a pointer to a C object and as
such provide the full range of operations supported by C pointers.

   For example, `+' `anInteger' which returns a CObject which is higher
in memory by `anInteger' times the size of each item. There is also `-'
which acts like `+' if it is given an integer as its parameter.  If a
CObject is given, it returns the difference between the two pointers.
`incr', `decr', `incrBy:', `decrBy:' adjust the string either forward or
backward, by either 1 or `n' characters.  Only the pointer to the
string is changed; the actual characters in the string remain untouched.

   CObjects can be divided into two families, scalars and non-scalars,
just like C data types.  Scalars fetch a Smalltalk object when sent the
`value' message, and change their value when sent the `value:' message.
Non-scalars do not support these two messages.

   `replaceWith:' `aString' replaces the string the instance points to
with the new string.  Actually, it copies the bytes from the Smalltalk
String instance aString into the C string object, and null terminates.
Be sure that the C string has enough room!  You can also use a
Smalltalk ByteArray as the data source.

   Non-scalars include instances of `CArray', `CPtr' and subclasses of
`CStruct' and `CUnion'.

   CPtrs and CArrays get their underlying element type through a
`CType' subclass instance which is associated with the `CArray' or
`CPtr' instance.

   CPtr's also have `value' and `value:' which get or change the
underlying value that's pointed to.  In practice, `value' dereferences
the pointer.  CString is a subclass that answers a Smalltalk String when
sent `value', and automatically allocates storage to copy and
null-terminate a Smalltalk `String' when sent `value:'.

   Note that a `CPtr' to `long' points to a place in memory where a
pointer to long is stored.  In other words it is really a `long **' and
must be dereferenced twice with `cPtr value value' to get the `long'.

   Finally, there are `CStruct' and `CUnion', which are abstract
subclasses of `CObject'(1).  In the following I will refer to CStruct,
but the same considerations apply to CUnion as well, with the only
difference that CUnions of course implement the semantics of a C union.

   These classes provide direct access to C data structures including
   * `long' (unsigned too)

   * `short' (unsigned too)

   * `char' (unsigned too) & byte type

   * `double' (and `float')

   * `string' (NUL terminated char *, with special accessors)

   * arrays of any type

   * pointers to any type

   * other structs containing any fixed size types

   Here is an example struct decl in C:
     struct audio_prinfo {
         unsigned    channels;
         unsigned    precision;
         unsigned    encoding;
         unsigned    gain;
         unsigned    port;
         unsigned    _xxx[4];
         unsigned    samples;
         unsigned    eof;
         unsigned char       pause;
         unsigned char       error;
         unsigned char       waiting;
         unsigned char       _ccc[3];
         unsigned char       open;
         unsigned char       active;
     };
     
     struct audio_info {
         audio_prinfo_t      play;
         audio_prinfo_t      record;
         unsigned    monitor_gain;
         unsigned    _yyy[4];
     };

   And here is a Smalltalk equivalent decision:
     CStruct subclass: #AudioPrinfo
             declaration: #( (sampleRate uLong)
                             (channels uLong)
                             (precision uLong)
                             (encoding uLong)
                             (gain uLong)
                             (port uLong)
                             (xxx (array uLong 4))
                             (samples uLong)
                             (eof uLong)
                             (pause uChar)
                             (error uChar)
                             (waiting uChar)
                             (ccc (array uChar 3))
                             (open uChar)
                             (active uChar))
             classVariableNames: ''
             poolDictionaries: ''
             category: 'C interface-Audio'
     !
     
     CStruct subclass: #AudioInfo
             declaration: #( (play #{AudioPrinfo} )
                             (record #{AudioPrinfo} )
                             (monitorGain uLong)
                             (yyy (array uLong 4)))
             classVariableNames: ''
             poolDictionaries: ''
             category: 'C interface-Audio'
     !

   This creates two new subclasses of `CStruct' called `AudioPrinfo'
and `AudioInfo', with the given fields.  The syntax is the same as for
creating standard subclasses, with the `instanceVariableNames' replaced
by `declaration'(2).  You can make C functions return `CObject's that
are instances of these classes by passing `AudioPrinfo type' as the
parameter to the `returning:' keyword.

   AudioPrinfo has methods defined on it like:
         #sampleRate
         #channels
         #precision
         #encoding

etc.  These access the various data members.  The array element
accessors (xxx, ccc) just return a pointer to the array itself.

   For simple scalar types, just list the type name after the variable.
Here's the set of scalars names, as defined in `kernel/CStruct.st':
        #long                   CLong
        #uLong                  CULong
        #ulong                  CULong
        #byte                   CByte
        #char                   CChar
        #uChar                  CUChar
        #uchar                  CUChar
        #short                  CShort
        #uShort                 CUShort
        #ushort                 CUShort
        #int                    CInt
        #uInt                   CUInt
        #uint                   CUInt
        #float                  CFloat
        #double                 CDouble
        #string                 CString
        #smalltalk              CSmalltalk
        #{...}                  A given subclass of `CObject'

   The `#{...}' syntax is not in the Blue Book, but it is present in
GNU Smalltalk and other Smalltalks; it returns an Association object
corresponding to a global variable.

   To have a pointer to a type, use something like:
             (example (ptr long))

   To have an array pointer of size `<size>', use:
             (example (array string <size>))

   Note that this maps to `char *example[<size>]' in C.

   The objects returned by using the fields are CObjects; there is no
implicit value fetching currently.  For example, suppose you somehow got
ahold of an instance of class AudioPrinfo as described above (the
instance is a CObject subclass and points to a real C structure
somewhere).  Let's say you stored this object in variable `audioInfo'.
To get the current gain value, do
         audioInfo gain value

   to change the gain value in the structure, do
         audioInfo gain value: 255

   The structure member message just answers a `CObject' instance, so
you can hang onto it to directly refer to that structure member, or you
can use the `value' or `value:' methods to access or change the value
of the member.

   Note that this is the same kind of access you get if you use the
`addressAt:' method on CStrings or CArrays or CPtrs: they return a
CObject which points to a C object of the right type and you need to use
`value' and `value:' to access and modify the actual C variable.

   ---------- Footnotes ----------

   (1) Actually they have a common superclass named `CCompound'.

   (2) The old `#newStruct:declaration:' method for creating CStructs is
deprecated because it does not allow one to set the category.


File: gst.info,  Node: Smalltalk types,  Next: Smalltalk callin,  Prev: C data types,  Up: C and Smalltalk

Manipulating Smalltalk data from C
==================================

   GNU Smalltalk internally maps every object except Integers to a data
structure named an "OOP" (which is not an acronym for anything, as far
as I know).  An OOP is a pointer to an internal data structure; this
data structure basically adds a level of indirection in the
representation of objects, since it contains
   * a pointer to the actual object data

   * a bunch of flags, most of which interest the garbage collection
     process

   This additional level of indirection makes garbage collection very
efficient, since the collector is free to move an object in memory
without updating every reference to that object in the heap, thereby
keeping the heap fully compact and allowing very fast allocation of new
objects.  However, it makes C code that wants to deal with objects even
more messy than it would be without; if you want some examples, look at
the hairy code in GNU Smalltalk that deals with processes.

   To shield you as much as possible from the complications of doing
object-oriented programming in a non-object-oriented environment like C,
GNU Smalltalk provides friendly functions to map between common
Smalltalk objects and C types.  This way you can simply declare OOP
variables and then use these functions to treat their contents like C
data.

   These functions are passed to a module via the `VMProxy' struct a
pointer to which is passed to the module, as shown in *Note Linking
your libraries to the virtual machine: External modules.  They can be
divided in two groups, those that map _from Smalltalk objects to C data
types_ and those that map _from C data types to Smalltalk objects_.

   Here are those in the former group (Smalltalk to C); you can see that
they all begin with `OOPTo':

 - Function: long OOPToInt (OOP)
     This function assumes that the passed OOP is an Integer and
     returns the C `signed long' for that integer.

 - Function: long OOPToId (OOP)
     This function returns an unique identifier for the given OOP, valid
     until the OOP is garbage-collected.

 - Function: double OOPToFloat (OOP)
     This function assumes that the passed OOP is an Float and returns
     the C `double' for that integer.

 - Function: int OOPToBool (OOP)
     This function returns a C integer which is true (i.e. `!= 0') if
     the given OOP is the `true' object, false (i.e. `== 0') otherwise.

 - Function: char OOPToChar (OOP)
     This function assumes that the passed OOP is a Character and
     returns the C `char' for that integer.

 - Function: char *OOPToString (OOP)
     This function assumes that the passed OOP is a String or ByteArray
     and returns a C null-terminated `char *' with the same contents.
     It is the caller's responsibility to free the pointer and to
     handle possible `NUL' characters inside the Smalltalk object.

 - Function: char *OOPToByteArray (OOP)
     This function assumes that the passed OOP is a String or ByteArray
     and returns a C `char *' with the same contents, without
     null-terminating it.  It is the caller's responsibility to free the
     pointer.

 - Function: PTR OOPToCObject (OOP)
     This functions assumes that the passed OOP is a kind of CObject and
     returns a C `PTR' to the C data pointed to by the object. The
     caller should not free the pointer, nor assume anything about its
     size and contents, unless it exactly knows what it's doing.  A
     `PTR' is a `void *' if supported, or otherwise a `char *'.

 - Function: long OOPToC (OOP)
     This functions assumes that the passed OOP is a String, a
     ByteArray, a CObject, or a built-in object (nil, true, false,
     character, integer).  If the OOP is nil, it answers 0; else the
     mapping for each object is exactly the same as for the above
     functions.  Note that, even though the function is declared as
     returning a `long', you might need to cast it to either a `char *'
     or `PTR'.

   While special care is needed to use the functions above (you will
probably want to know at least the type of the Smalltalk object you're
converting), the functions below, which convert C data to Smalltalk
objects, are easier to use and also put objects in the incubator so that
they are not swept by a garbage collection (*note Incubator::). These
functions all "end" with `ToOOP', except `cObjectToTypedOOP':

 - Function: OOP intToOOP (long)
     This object returns a Smalltalk Integer which contains the same
     value as the passed C `long'.  Note that Smalltalk Integers are
     always signed and have a bit less of precision with respect to C
     longs.  On 32 bit machines, their precision is 30 bits (if
     unsigned) or 31 bits (if signed); on 64 bit machines, their
     precision is 62 bits (if unsigned) or 63 bits (if signed).

 - Function: OOP idToOOP (OOP)
     This function returns an OOP from a unique identifier returned by
     `OOPToId'.  The OOP will be the same that was passed to `OOPToId'
     only if the original OOP has not been garbage-collected since the
     call to `OOPToId'.

 - Function: OOP floatToOOP (double)
     This object returns a Smalltalk FloatD which contains the same
     value as the passed `double'.  Unlike Integers, FloatDs have
     exactly the same precision as C doubles.

 - Function: OOP boolToOOP (int)
     This object returns a Smalltalk Boolean which contains the same
     boolean value as the passed C `int'.  That is, the returned OOP is
     the sole instance of either `False' or `True', depending on where
     the parameter is zero or not.

 - Function: OOP charToOOP (char)
     This object returns a Smalltalk Character which represents the
     same char as the passed C `char'.

 - Function: OOP classNameToOOP (char *)
     This method returns the Smalltalk class (i.e. an instance of a
     subclass of Class) whose name is the given parameter.  This method
     is slow; you can safely cache its result.

 - Function: OOP stringToOOP (char *)
     This method returns a String which maps to the given
     null-terminated C string, or the builtin object `nil' if the
     parameter points to address 0 (zero).

 - Function: OOP byteArrayToOOP (char *, int)
     This method returns a ByteArray which maps to the bytes that the
     first parameters points to; the second parameter gives the size of
     the ByteArray.  The builtin object `nil' is returned if the first
     parameter points to address 0 (zero).

 - Function: OOP symbolToOOP (char *)
     This method returns a String which maps to the given
     null-terminated C string, or the builtin object `nil' if the
     parameter points to address 0 (zero).

 - Function: OOP cObjectToOOP (PTR)
     This method returns a CObject which maps to the given C pointer,
     or the builtin object `nil' if the parameter points to address 0
     (zero).  The returned value has no precise CType assigned. To
     assign one, use `cObjectToTypedOOP'.

 - Function: OOP cObjectToTypedOOP (PTR, OOP)
     This method returns a CObject which maps to the given C pointer,
     or the builtin object `nil' if the parameter points to address 0
     (zero).  The returned value has the second parameter as its type;
     to get possible types you can use `typeNameToOOP'.

 - Function: OOP typeNameToOOP (char *)
     All this method actually does is evaluating its parameter as
     Smalltalk code; so you can, for example, use it in any of these
     ways:
          cIntType = typeNameToOOP("CIntType");
          myOwnCStructType = typeNameToOOP("MyOwnCStruct type");

     This method is primarily used by msgSendf (*note Smalltalk
     callin::), but it can be useful if you use lower level call-in
     methods. This method is slow too; you can safely cache its result.

   As said above, the C to Smalltalk layer automatically puts the
objects it creates in the incubator which prevents objects from being
collected as garbage.  A plugin, however, has limited control on the
incubator, and the incubator itself is not at all useful when objects
should be kept registered for a relatively long time, and whose lives
in the registry typically overlap.

   To avoid garbage collection of such object, you can use these
functions, which access a separate registry:

 - Function: void registerOOP (OOP)
     Puts the given OOP in the registry.  If you register an object
     multiple times, you will need to unregister it the same number of
     times.  You may want to register objects returned by Smalltalk
     call-ins.

 - Function: void unregisterOOP (OOP)
     Removes an occurrence of the given OOP from the registry.

 - Function: void registerOOPArray (OOP **, OOP **)
     Tells the garbage collector that an array of objects must be made
     part of the root set.  The two parameters point indirectly to the
     base and the top of the array; that is, they are pointers to
     variables holding the base and the top of the array: having
     indirect pointers allows you to dynamically change the size of the
     array and even to relocate it in memory without having to
     unregister and re-register it every time you modify it.  If you
     register an array multiple times, you will need to unregister it
     the same number of times.

 - Function: void unregisterOOPArray (OOP **)
     Removes the array with the given base from the registry.


File: gst.info,  Node: Smalltalk callin,  Next: Object representation,  Prev: Smalltalk types,  Up: C and Smalltalk

Calls from C to Smalltalk
=========================

   GNU Smalltalk provides seven different function calls that allow you
to call Smalltalk methods in a different execution context than the
current one. The priority in which the method will execute will be the
same as the one of Smalltalk process which is currently active.

   Four of these functions are more low level and are more suited when
the Smalltalk program itself gave a receiver, a selector and maybe some
parameters; the others, instead, are more versatile.  One of them
(`msgSendf') automatically handles most conversions between C data
types and Smalltalk objects, while the others takes care of compiling
full snippets of Smalltalk code.

   All these functions handle properly the case of specifying, say, 5
arguments for a 3-argument selector--see the description of the single
functions for more information).

 - Function: OOP msgSend (OOP receiver, OOP selector, ...)
     This function sends the given selector (should be a Symbol,
     otherwise nilOOP is returned) to the given receiver.  The message
     arguments should also be OOPs (otherwise, an access violation
     exception is pretty likely) and are passed in a NULL-terminated
     list after the selector.  The value returned from the method is
     passed back as an OOP to the C program as the result of `msgSend',
     or nilOOP if the number of arguments is wrong.  Example (same as
     `1 + 2'):

              OOP shouldBeThreeOOP = vmProxy->msgSend(
                  intToOOP(1),
                  symbolToOOP("+"),
                  intToOOP(2),
                  nil);

 - Function: OOP strMsgSend (OOP receiver, char *selector, ...)
     This function is the same as above, but the selector is passed as
     a C string and is automatically converted to a Smalltalk symbol.

     Theoretically, this function is a bit slower than `msgSend' if your
     program has some way to cache the selector and avoiding a call to
     `symbolToOOP' on every call-in.  However, this is not so apparent
     in "real" code because the time spent in the Smalltalk interpreter
     will usually be much higher than the time spent converting the
     selector to a Symbol object.  Example:

              OOP shouldBeThreeOOP = vmProxy->strMsgSend(
                  intToOOP(1),
                  "+",
                  intToOOP(2),
                  nil);

 - Function: OOP vmsgSend (OOP receiver, OOP selector, OOP *args)
     This function is the same as msgSend, but accepts a pointer to the
     NULL-terminated list of arguments, instead of being a
     variable-arguments functions.  Example:

              OOP arguments[2], shouldBeThreeOOP;
              arguments[0] = intToOOP(2);
              arguments[1] = nil;
              /* ... some more code here ... */
          
              shouldBeThreeOOP = vmProxy->vmsgSend(
                  intToOOP(1),
                  symbolToOOP("+"),
                  arguments);

 - Function: OOP nvmsgSend (OOP receiver, OOP selector, OOP *args, int
          nargs)
     This function is the same as msgSend, but accepts an additional
     parameter containing the number of arguments to be passed to the
     Smalltalk method, instead of relying on the NULL-termination of
     args.  Example:

              OOP argument, shouldBeThreeOOP;
              argument = intToOOP(2);
              /* ... some more code here ... */
          
              shouldBeThreeOOP = vmProxy->nvmsgSend(
                  intToOOP(1),
                  symbolToOOP("+"),
                  &argument,
                  1);

   The two functions that directly accept Smalltalk code are named
`evalCode' and `evalExpr', and they're basically the same.  They both
accept a single parameter, a pointer to the code to be submitted to the
parser.  The main difference is that `evalCode' discards the result,
while `evalExpr' returns it to the caller as an OOP.

   `msgSendf', instead, has a radically different syntax. Let's first
look at some examples.

         /* 1 + 2 */
         int shouldBeThree;
         vmProxy->msgSendf(&shouldBeThree, "%i %i + %i", 1, 2)
     
         /* aCollection includes: 'abc' */
         OOP aCollection;
         int aBoolean;
         vmProxy->msgSendf(&aBoolean, "%b %o includes: %s", aCollection, "abc")
     
         /* 'This is a test' printNl -- in two different ways */
         vmProxy->msgSendf(nil, "%v %s printNl", "This is a test");
         vmProxy->msgSendf(nil, "%s %s printNl", "This is a test");
     
         /* 'This is a test', ' ok?' */
         char *str;
         vmProxy->msgSendf(&str, "%s %s , %s", "This is a test", " ok?");

   As you can see, the parameters to msgSendf are, in order:

   * A pointer to the variable which will contain the record. If this
     pointer is nil, it is discarded.

   * A description of the method's interface in this format (the object
     types, after percent signs, will be explained later in this
     section)

          %result_type %receiver_type selector %param1_type %param2_type

   * A C variable or Smalltalk object (depending on the type specifier)
     for the receiver

   * If needed, The C variables and/or Smalltalk object (depending on
     the type specifiers) for the arguments.

   Note that the receiver and parameters are NOT registered in the
object registry (*note Smalltalk types::).  "receiver_type" and
"paramX_type" can be any of these characters, with these meanings:

           Specifier        C data type        equivalent Smalltalk class
               i                long           Integer (see intToOOP)
               f               double          Float (see floatToOOP)
               F            long double        Float (see floatToOOP)
               b                int            True or False (see boolToOOP)
               c                char           Character (see charToOOP)
               C               PTR             CObject (see cObjToOOP)
               s               char *          String (see stringToOOP)
               S               char *          Symbol (see symbolToOOP)
               o                OOP            any
               t            char *, PTR        CObject (see below)
               T              OOP, PTR         CObject (see below)

`%t' and `%T' are particular in the sense that you need to pass "two"
additional arguments to `msgSendf', not one.  The first will be a
description of the type of the CObject to be created, the second
instead will be the CObject's address.  If you specify `%t', the first
of the two arguments will be converted to a Smalltalk `CType' via
`typeNameToOOP' (*note Smalltalk types::); instead, if you specify
`%T', you will have to directly pass an OOP for the new CObject's type.

   The type specifiers you can pass for "result_type" are a bit
different:

                 Result
     Specifier   if nil    C data type      expected result
        i         0L          long          nil or an Integer
        f         0.0        double         nil or a Float
        b          0          int           nil or a Boolean
        c        '\0'         char          nil or a Character
        C        NULL        PTR            nil or a CObject
        s        NULL        char *         nil, a String, or a Symbol
        ?         0      char *, PTR        See oopToC
        o       nilOOP        OOP           any (result is not converted)
        v                      /            any (result is discarded)

   Note that, if resultPtr is nil, the "result_type" is always treated
as `%v'.  If an error occurs, the value in the `result if nil' column
is returned.


File: gst.info,  Node: Other C functions,  Next: Using Smalltalk,  Prev: Incubator,  Up: C and Smalltalk

Other functions available to modules
====================================

   In addition to the functions above, the `VMProxy' that is made
available to modules contains entry-points for many functions that aid
in developing GNU Smalltalk extensions in C.  This node documents these
functions and the macros that are defined by `libgst/gstpub.h'.

 - Function: void asyncSignal (OOP)
     This functions accepts an OOP for a `Semaphore' object and signals
     that object so that one of the processes waiting on that semaphore
     is waken up.  Since a Smalltalk call-in is not an atomic
     operation, the correct way to signal a semaphore is not to send
     the `signal' method to the object but, rather, to use:

              asyncSignal(semaphoreOOP)

     The signal request will be processed as soon as the next message
     send is executed.

     _Caution:_ This and the next one are the only functions in the
     `intepreterProxy' that can be called from within a signal handler.

 - Function: void asyncSignalAndUnregister (OOP)
     This functions accepts an OOP for a `Semaphore' object and signals
     that object so that one of the processes waiting on that semaphore
     is waken up; the signal request will be processed as soon as the
     next message send is executed.  The object is then removed from
     the registry.

 - Function: void syncWait (OOP)
     This functions accepts an OOP for a `Semaphore' object and puts the
     current process to sleep, unless the semaphore has excess signals
     on it.  Since a Smalltalk call-in is not an atomic operation, the
     correct way to signal a semaphore is not to send the `wait' method
     to the object but, rather, to use:

              syncWait(semaphoreOOP)

     The `sync' in the name of this function distinguishes it from
     `asyncSignal', in that it cannot be called from within a signal
     handler.

 - Function: OOP objectAlloc (OOP, int)
     The `objectAlloc' function allocates an OOP for a newly created
     instance of the class whose OOP is passed as the first parameter;
     if that parameter is not a class the results are undefined (for
     now, read as "the program will most likely core dump", but that
     could change in a future version).

     The second parameter is used only if the class is an indexable one,
     otherwise it is discarded: it contains the number of indexed
     instance variables in the object that is going to be created.
     Simple uses of `objectAlloc' include:

          OOP myClassOOP;
          OOP myNewObject;
          myNewObjectData obj;
          ...
          myNewObject = objectAlloc(myClassOOP, 0);
          obj = (myNewObjectData) OOP_TO_OBJ (myNewObject);
          obj->arguments = objectAlloc(classNameToOOP("Array"), 10);
          ...

   The macros are(1):

 - Macro: mst_Object OOP_TO_OBJ (OOP)
     Dereference a pointer to an OOP into a pointer to the actual
     object data (*note Object representation::).  The result of
     `OOP_TO_OBJ' is not valid anymore if a garbage-collection happens;
     for this reason, you should assume that a pointer to object data
     is not valid after doing a call-in, calling `objectAlloc', and
     caling any of the "C to Smalltalk" functions (*note Smalltalk
     types::).

 - Macro: OOP OOP_CLASS (OOP)
     Return the OOP for the class of the given object.  For example,
     `OOP_CLASS(proxy->stringToOOP("Wonderful GNU Smalltalk"))' is the
     `String' class, as returned by `classNameToOOP("String")'.

 - Macro: mst_Boolean IS_INT (OOP)
     Return a Boolean indicating whether or not the OOP is an Integer
     object; the value of SmallInteger objects is encoded directly in
     the OOP, not separately in a `mst_Object' structure.  It is not
     safe to use `OOP_TO_OBJ' and `OOP_CLASS' if `isInt' returns false.

 - Macro: mst_Boolean IS_OOP (OOP)
     Return a Boolean indicating whether or not the OOP is a `real'
     object (and not a SmallInteger).  It is safe to use `OOP_TO_OBJ'
     and `OOP_CLASS' only if `IS_OOP' returns true.

 - Macro: mst_Boolean ARRAY_OOP_AT (mst_Object, int)
     Access the character given in the second parameter of the given
     Array object.  Note that this is necessary because of the way
     `mst_Object' is defined, which prevents `indexedOOP' from working.

 - Macro: mst_Boolean STRING_OOP_AT (mst_Object, int)
     Access the character given in the second parameter of the given
     String or ByteArray object.  Note that this is necessary because
     of the way `mst_Object' is defined, which prevents `indexedByte'
     from working.

 - Macro: mst_Boolean INDEXED_WORD (SOME-OBJECT-TYPE, int)
     Access the given indexed instance variable in a
     `variableWordSubclass'.  The first parameter must be a structure
     declared as described in *Note Object representation::).

 - Macro: mst_Boolean INDEXED_BYTE (SOME-OBJECT-TYPE, int)
     Access the given indexed instance variable in a
     `variableByteSubclass'.  The first parameter must be a structure
     declared as described in *Note Object representation::).

 - Macro: mst_Boolean INDEXED_OOP (SOME-OBJECT-TYPE, int)
     Access the given indexed instance variable in a `variableSubclass'.
     The first parameter must be a structure declared as described in
     *Note Object representation::).

   ---------- Footnotes ----------

   (1) IS_NIL and IS_CLASS have been removed because   they are
problematic in shared libraries (modules), where they   caused
undefined symbols to be present in the shared library.  These   are now
private to `libgst.a'.


File: gst.info,  Node: Object representation,  Next: Incubator,  Prev: Smalltalk callin,  Up: C and Smalltalk

Manipulating instances of your own Smalltalk classes from C
===========================================================

   Although GNU Smalltalk's library exposes functions to deal with
instances of the most common base class, it's likely that, sooner or
later, you'll want your C code to directly deal with instances of
classes defined by your program.  There are three steps in doing so:

   * Defining the Smalltalk class

   * Defining a C `struct' that maps the representation of the class

   * Actually using the C struct

   In this chapter you will be taken through these steps considering the
hypotetical task of defining a Smalltalk interface to an SQL server.

   The first part is also the simplest, since defining the Smalltalk
class can be done in a single way which is also easy and very
practical; just evaluate the standard Smalltalk code that does that:

         Object subclass: #SQLAction
                instanceVariableNames: 'database request'
                classVariableNames: ''
                poolDictionaries: ''
                category: 'SQL-C interface'
     
         SQLAction subclass: #SQLRequest
                instanceVariableNames: 'returnedRows'
                classVariableNames: ''
                poolDictionaries: ''
                category: 'SQL-C interface'

   To define the C `struct' for a class derived from Object, GNU
Smalltalk's `gstpub.h' include file defines an `OBJ_HEADER' macro which
defines the fields that constitute the header of every object.  Defining
a `struct' for SQLAction results then in the following code:

         struct st_SQLAction {
             OBJ_HEADER;
             OOP database;
             OOP request;
         }

   The representation of SQLRequest in memory is this:

         .------------------------------.
         |     common object header     |    2 longs
         |------------------------------|
         | SQLAction instance variables |
         |           database           |    2 longs
         |           request            |
         |------------------------------|
         | SQLRequest instance variable |
         |         returnedRows         |    1 long
         '------------------------------'

   A first way to define the struct would then be:
         typedef struct st_SQLAction {
             OBJ_HEADER;
             OOP database;
             OOP request;
             OOP returnedRows;
         } *SQLAction;

   but this results in a lot of duplicated code.  Think of what would
happen if you had other subclasses of `SQLAction' such as
`SQLObjectCreation', `SQLUpdateQuery', and so on! The solution, which
is also the one used in GNU Smalltalk's source code is to define a
macro for each superclass, in this way:

         /* SQLAction
             |-- SQLRequest
             |     `-- SQLUpdateQuery
             `-- SQLObjectCreation       */
     
         #define ST_SQLACTION_HEADER         \
             OBJ_HEADER;                     \
             OOP database;                   \
             OOP request                     /* no semicolon */
     
         #define ST_SQLREQUEST_HEADER        \
             ST_SQLACTION_HEADER;            \
             OOP returnedRows                /* no semicolon */
     
         typedef struct st_SQLAction {
             ST_SQLACTION_HEADER;
         } *SQLAction;
     
         typedef struct st_SQLRequest {
             ST_SQLREQUEST_HEADER;
         } *SQLRequest;
     
         typedef struct st_SQLObjectCreation {
             ST_SQLACTION_HEADER;
             OOP newDBObject;
         } *SQLObjectCreation;
     
         typedef struct st_SQLUpdateQuery {
             ST_SQLREQUEST_HEADER;
             OOP numUpdatedRows;
         } *SQLUpdateQuery;

   Note that the macro you declare is used instead of `OBJ_HEADER' in
the declaration of both the superclass and the subclasses.

   Although this example does not show that, please note that you should
not declare anything if the class has indexed instance variables.

   The first step in actually using your structs is obtaining a pointer
to an OOP which is an instance of your class.  Ways to do so include
doing a call-in, receiving the object from a call-out (using
`#smalltalk', `#self' or `#selfSmalltalk' as the type specifier).

   Let's assume that the `oop' variable contains such an object.  Then,
you have to dereference the OOP (which, as you might recall from *Note
Smalltalk types::, point to the actual object only indirectly) and get
a pointer to the actual data.  You do that with the `OOP_TO_OBJ' macro
(note the type casting):

         SQLAction action = (SQLAction) OOP_TO_OBJ(oop);

   Now you can use the fields in the object like in this pseudo-code:

         /* These are retrieved via classNameToOOP and then cached in global
            variables */
         OOP sqlUpdateQueryClass, sqlActionClass, sqlObjectCreationClass;
         ...
         invoke_sql_query(
             vmProxy->oopToCObject(action->database),
             vmProxy->oopToString(action->request);
             query_completed_callback,       /* Callback function */
             oop);                           /* Passed to the callback */
     
         ...
     
         /* Imagine that invoke_sql_query runs asynchronously and calls this
            when the job is done. */
         void
         query_completed_callback(result, database, request, clientData)
              struct query_result *result;
              struct db *database;
              char *request;
              OOP clientData;
         {
           SQLUpdateQuery query;
           OOP rows;
           OOP cObject;
     
           /* Free the memory allocated by oopToString */
           free(request);
     
           if (OOP_CLASS (oop) == sqlActionClass)
             return;
     
           if (OOP_CLASS (oop) == sqlObjectCreationClass)
             {
               SQLObjectCreation oc;
               oc = (SQLObjectCreation) OOP_TO_OBJ (clientData);
               cObject = vmProxy->cObjectToOOP (result->dbObject)
               oc->newDBObject = cObject;
             }
           else
             {
               /* SQLRequest or SQLUpdateQuery */
               cObject = vmProxy->cObjectToOOP (result->rows);
               query = (SQLUpdateQuery) OOP_TO_OBJ (clientData);
               query->returnedRows = cObject;
               if (OOP_CLASS (oop) == sqlUpdateQueryClass)
                 query->numReturnedRows = vmProxy->intToOOP (result->count);
             }
     
         }

   Note that the result of `OOP_TO_OBJ' is not valid anymore if a
garbage-collection happens; for this reason, you should assume that a
pointer to object data is not valid after doing a call-in, calling
`objectAlloc', and using any of the "C to Smalltalk" functions except
`intToOOP' (*note Smalltalk types::).  That's why I passed the OOP to
the callback, not the object pointer itself.

   If your class has indexed instance variables, you can use the
`INDEXED_WORD', `INDEXED_OOP' and `INDEXED_BYTE' macros declared in
`gstpub.h', which return an lvalue for the given indexed instance
variable--for more information, *note Other C functions::.


File: gst.info,  Node: Using Smalltalk,  Prev: Other C functions,  Up: C and Smalltalk

Using the Smalltalk environment as an extension library
=======================================================

   If you are reading this chapter because you are going to write
extensions to GNU Smalltalk, this section won't probably interest you.
But if you intend to use GNU Smalltalk as a scripting language or an
extension language for your future marvellous software projects, you
might be interest.

   How to initialize GNU Smalltalk is most briefly and easily explained
by looking at GNU Smalltalk's own source code.  For this reason, here
is a snippet from `main.c'.


     /* From main.c */
     int main(argc, argv)
     int     argc;
     char    **argv;
     {
       int result;
       gst_smalltalk_args(argc, argv);
       result = gst_init_smalltalk();
       if (result < 0)
         result = 0;
       else if (result == 0)
         gst_top_level_loop();
     
       exit(result);
     }

   Your initialization code will be almost the same as that in GNU
Smalltalk's `main()', with the exception of the call to
`gst_top_level_loop'.  All you'll have to do is to pass some arguments
to the GNU Smalltalk library via `gst_smalltalk_args', and then call
`gst_init_smalltalk'.

   Note that `gst_init_smalltalk' will likely take some time (from a
second to 30-40 seconds), because it has to check if the image file must
be be rebuilt and, if so, it reloads and recompiles the 37000 lines of
Smalltalk code in a basic image.  To avoid this check, pass a `-I' flag:

     char myArgv[][] = { "-I", "myprog.im", nil };
     int myArgc;
     /* ... */
     myArgc = sizeof(myArgv) / sizeof (char *) - 1;
     smalltalkArgs(myArgc, myArgv);

   The result of `gst_init_smalltalk' is as follows: `0' means "go on",
`-1' means "don't run the top-level loop, but exit with a zero error
code", while anything else is an error code to be passed to `exit'.  In
practice, `-1' is answered when you pass the `--help' or `--version'
options: if you don't pass them, you can safely ignore it.

   If you're using GNU Smalltalk as an extension library, you might
also want to disable the two `ObjectMemory' class methods, `quit' and
`quit:' method.  I advice you not to change the Smalltalk kernel code.
Instead, in the script that loads your extension classes add these two
lines:

     ObjectMemory class compile: 'quit        self shouldNotImplement'!
     ObjectMemory class compile: 'quit: n     self shouldNotImplement'!

   which will effectively disable the two offending methods.  Other
possibilities include using `atexit' (from the C library) to exit your
program in a less traumatic way, or redefining these two methods to
exit through a call out to a C routine in your program.

   Also, note that it is not a problem if you develop the class
libraries for your programs within GNU Smalltalk's environment without
`defineCFunc'-ing your own C call-outs, since GNU Smalltalk recalculates
the addresses of the C call-outs every time it is started.


File: gst.info,  Node: Incubator,  Next: Other C functions,  Prev: Object representation,  Up: C and Smalltalk

Incubator support
=================

   The incubator concept provides a mechanism to protect newly created
objects from being accidentally garbage collected before they can be
attached to some object which is reachable from the root set.

   If you are creating some set of objects which will not be
immediately (that means, before the next object is allocated from the
Smalltalk memory system) be attached to an object which is still "live"
(reachable from the root set of objects), you'll need to use this
interface.

   If you are writing a C call-out from Smalltalk (for example, inside a
module), you will not have direct access to the incubator; instead the
functions described in *Note Smalltalk types:: automatically put the
objects that they create in the incubator, and the virtual machine
takes care of wrapping C call-outs so that the incubator state is
restored at the end of the call.

   This section describes its usage from the point of view of a program
that is linking with `libgst.a'.  Such a program has much finer control
to the incubator.  The interface provides the following operations:

 - Macro: void INC_ADD_OOP (OOP anOOP)
     Adds a new object to the protected set.

 - Macro: inc_ptr INC_SAVE_POINTER ()
     Retrieves the current incubator pointer.  Think of the incubator
     as a stack, and this operation returns the current stack pointer
     for later use (restoration) with the incRestorePointer function.

 - Macro: void INC_RESTORE_POINTER (inc_ptr ptr)
     Sets (restores) the incubator pointer to the given pointer value.

   Typically, when you are within a function which allocates more than
one object at a time, either directly or indirectly, you'd want to use
the incubator mechanism.  First you'd save a copy of the current
pointer in a local variable.  Then, for each object you allocate
(except the last, if you want to be optimal), after you create the
object you add it to the incubator's list.  When you return, you need
to restore the incubator's pointer to the value you got with
incSavePointer using the incRestorePointer function.

   Here's an example from cint.c:

   The old code was (the comments are added for this example):

       desc = (_gst_cfunc_descriptor)
          new_instance_with (cFuncDescriptorClass, numArgs);
       desc->cFunction = _gst_cobject_new (funcAddr);    // 1
       desc->cFunctionName = _gst_string_new (funcName); // 2
       desc->numFixedArgs = FROM_INT (numArgs);
       desc->returnType = _gst_classify_type_symbol (returnTypeOOP, true);
       for (i = 1; i <= numArgs; i++) {
         desc->argTypes[i - 1] =
          _gst_classify_type_symbol(ARRAY_AT(argsOOP, i), false);
       }
     
       return (_gst_alloc_oop(desc));

   `desc' is originally allocated via `newInstanceWith' and `allocOOP',
two private routines which are encapsulated by the public routine
`objectAlloc'.  At "1", more storage is allocated, and the garbage
collector has the potential to run and free (since no live object is
referring to it) desc's storage.  At "2" another object is allocated,
and again the potential for losing both `desc' and `desc->cFunction' is
there if the GC runs (this actually happened!).

   To fix this code to use the incubator, modify it like this:

       OOP     descOOP;
       IncPtr  ptr;
     
       incPtr = INC_SAVE_POINTER();
       desc = (_gst_cfunc_descriptor)
          new_instance_with (cFuncDescriptorClass, numArgs);
       descOOP = _gst_alloc_oop(desc);
       INC_ADD_OOP (descOOP);
     
       desc->cFunction = _gst_cobject_new (funcAddr);    // 1
       INC_ADD_OOP (desc->cFunction);
     
       desc->cFunctionName = _gst_string_new (funcName); // 2
       /* since none of the rest of the function (or the functions it calls)
        * allocates any storage, we don't have to add desc->cFunctionName
        * to the incubator's set of objects, although we could if we wanted
        * to be completely safe against changes to the implementations of
        * the functions called from this function.
        */
     
       desc->numFixedArgs = FROM_INT (numArgs);
       desc->returnType = _gst_classify_type_symbol (returnTypeOOP, true);
       for (i = 1; i <= numArgs; i++) {
         desc->argTypes[i - 1] =
          _gst_classify_type_symbol(ARRAY_AT(argsOOP, i), false);
       }
     
       return (_gst_alloc_oop(desc));

   Note that it is permissible for two or more functions to cooperate
with their use of the incubator.  For example, say function A allocates
some objects, then calls function B which allocates some more objects,
and then control returns to A where it does some more execution with the
allocated objects.  If B is only called by A, B can leave the management
of the incubator pointer up to A, and just register the objects it
allocates with the incubator.  When A does a `INC_RESTORE_POINTER', it
automatically clears out the objects that B has registered from the
incubator's set of objects as well; the incubator doesn't know about
functions A & B, so as far as it is concerned, all of the registered
objects were registered from the same function.


File: gst.info,  Node: Tutorial,  Next: Future,  Prev: C and Smalltalk,  Up: Top

Tutorial
********

What this manual presents
     This document provides a tutorial introduction to the Smalltalk
     language in general, and the GNU Smalltalk implementation in
     particular.  It does not provide exhaustive coverage of every
     feature of the language and its libraries; instead, it attempts to
     introduce a critical mass of ideas and techniques to get the
     Smalltalk novice moving in the right direction.

Who this manual is written for
     This manual assumes that the reader is acquainted with the basics
     of computer science, and has reasonable proficiency with a
     procedural language such as C.  It also assumes that the reader is
     already familiar with the usual janitorial tasks associated with
     programming: editing, moving files, and so forth.

* Menu:

* Getting started::              Starting to explore GNU Smalltalk
* Some classes::                 Using some of the Smalltalk classes
* The hierarchy::                The Smalltalk class hierarchy
* Creating classes::             Creating a new class of objects
* Creating subclasses::          Adding subclasses to another class
* Code blocks (I)::              Control structures in Smalltalk
* Code blocks (II)::             Guess what?  More control structures
* Debugging::                    Things go bad in Smalltalk too!
* More subclassing::             Coexisting in the class hierarchy
* Streams::                      Something really powerful
* Behind the scenes::            Some nice stuff from the Smalltalk innards
* And now::                      Some final words
* The syntax::                   For the most die-hard computer scientists


File: gst.info,  Node: Getting started,  Next: Some classes,  Prev: Tutorial,  Up: Tutorial

Getting started
===============

* Menu:

* Starting Smalltalk::           Starting up Smalltalk
* Saying hello::                 Saying hello
* What happened::                But how does it say hello?
* Doing math::                   Smalltalk too can do it!
* Math in Smalltalk::            But in a peculiar way of course...


File: gst.info,  Node: Starting Smalltalk,  Next: Saying hello,  Prev: Getting started,  Up: Getting started

Starting up Smalltalk
---------------------

   Assuming that GNU Smalltalk has been installed on your system,
starting it is as simple as:
        $ gst
   the system loads in Smalltalk, and displays a startup banner like:
          GNU Smalltalk ready
     
          st>

   You are now ready to try your hand at Smalltalk!  By the way, when
you're ready to quit, you exit Smalltalk by typing `control-D' on an
empty line.


File: gst.info,  Node: Saying hello,  Next: What happened,  Prev: Starting Smalltalk,  Up: Getting started

Saying hello
------------

   An initial exercise is to make Smalltalk say "hello" to you.  Type
in the following line (`printNl' is a upper case N and a lower case L):
        'Hello, world' printNl !
   The system then prints back 'Hello, world' to you.  It prints it
twice, the first time because you asked to print and the second time
because the snipped evaluated to the 'Hello, world' string.(1)

   ---------- Footnotes ----------

   (1)     You can also have the system print out a lot of statistics
which     provide information on the performance of the underlying
Smalltalk     engine.  You can enable them by starting Smalltalk as:
        $ gst -V


File: gst.info,  Node: What happened,  Next: Doing math,  Prev: Saying hello,  Up: Getting started

What actually happened
----------------------

   The front-line Smalltalk interpreter gathers all text until a '!'
character and executes it.  So the actual Smalltalk code executed was:
        'Hello, world' printNl

   This code does two things.  First, it creates an object of type
`String' which contains the characters "Hello, world".  Second, it
sends the message named `printNl' to the object.  When the object is
done processing the message, the code is done and we get our prompt
back.  You'll notice that we didn't say anything about printing ing the
string, even though that's in fact what happened.  This was very much
on purpose: the code we typed in doesn't know anything about printing
strings.  It knew how to get a string object, and it knew how to send a
message to that object.  That's the end of the story for the code we
wrote.

   But for fun, let's take a look at what happened when the string
object received the `printNl' message.  The string object then went to
a table (1) which lists the messages which strings can receive, and
what code to execute.  It found that there is indeed an entry for
`printNl' in that table and ran this code.  This code then walked
through its characters, printing each of them out to the terminal.  (2)

   The central point is that an object is entirely self-contained; only
the object knew how to print itself out.  When we want an object to
print out, we ask the object itself to do the printing.

   ---------- Footnotes ----------

   (1) Which table?  This is determined by the type of the object.  An
object has a type, known as the class to which it belongs.  Each class
has a table of methods.  For the object we created, it is known as a
member of the `String' class.  So we go to the table associated with
the String class.

   (2) Actually, the message `printNl' was inherited from Object.  It
sent a `print' message, also inherited by Object, which then sent
`printOn:' to the object, specifying that it print to the `Transcript'
object.  The String class then prints its characters to the standard
output.


File: gst.info,  Node: Doing math,  Next: Math in Smalltalk,  Prev: What happened,  Up: Getting started

Doing math
----------

   A similar piece of code prints numbers:
       1234 printNl !

   Notice how we used the same message, but have sent it to a new type
of object--an integer (from class `Integer').  The way in which an
integer is printed is much different from the way a string is printed
on the inside, but because we are just sending a message, we do not
have to be aware of this.  We tell it to `printNl', and it prints
itself out.

   As a user of an object, we can thus usually send a particular
message and expect basically the same kind of behavior, regardless of
object's internal structure (for instance, we have seen that sending
`printNl' to an object makes the object print itself).  In later
chapters we will see a wide range of types of objects.  Yet all of them
can be printed out the same way--with `printNl'.

   White space is ignored, except as it separates words.  This example
could also have looked like:
                   1234
        printNl         !

   An integer can be sent a number of messages in addition to just
printing itself.  An important set of messages for integers are the
ones which do math:

        (9 + 7) printNl !

   Answers (correctly!) the value 16.  The way that it does this,
however, is a significant departure from a procedural language.


File: gst.info,  Node: Math in Smalltalk,  Prev: Doing math,  Up: Getting started

Math in Smalltalk
-----------------

   In this case, what happened was that the object `9' (an Integer),
received a `+' message with an argument of `7' (also an Integer).  The
`+' message for integers then caused Smalltalk to create a new object
`16' and return it as the resultant object.  This `16' object was then
given the `printNl' message, and printed `16' on the terminal.

   Thus, math is not a special case in Smalltalk; it is done, exactly
like everything else, by creating objects, and sending them messages.
This may seem odd to the Smalltalk novice, but this regularity turns
out to be quite a boon: once you've mastered just a few paradigms, all
of the language "falls into place". Before you go on to the next
chapter, make sure you try math involving `*' (multiplication), `-'
(subtraction), and `/' (division) also.  These examples should get you
started:

        (8 * (4 / 2)) printNl !
        (8 - (4 + 1)) printNl !
        (5 + 4) printNl !
        (2/3 + 7) printNl !
        (2 + 3 * 4) printNl !
        (2 + (3 * 4)) printNl !


File: gst.info,  Node: Some classes,  Next: The hierarchy,  Prev: Getting started,  Up: Tutorial

Using some of the Smalltalk classes
===================================

   This chapter has examples which need a place to hold the objects
they create.  The following line creates such a place; for now, treat
it as magic.  At the end of the chapter we will revisit it with an
explanation.  Type in:
        Smalltalk at: #x put: 0 !

   Now let's create some new objects.

* Menu:

* Arrays::                   An array in Smalltalk
* Sets::                     A set in Smalltalk
* Dictionaries::             Getting more sophisticated, eh?
* Smalltalk dictionary::     A very important dictionary, really
* Closing thoughts::         There always ought to be some closing thoughts


File: gst.info,  Node: Arrays,  Next: Sets,  Prev: Some classes,  Up: Some classes

An array in Smalltalk
---------------------

   An array in Smalltalk is similar to an array in any other language,
although the syntax may seem peculiar at first.  To create an array
with room for 20 elements, do(1):
        x := Array new: 20 !

   The `Array new: 20' creates the array; the `x :=' part connects the
name `x' with the object.  Until you assign something else to `x', you
can refer to this array by the name `x'.  Changing elements of the
array is not done using the `:=' operator; this operator is used only
to bind names to objects.  In fact, you never modify data structures;
instead, you send a message to the object, and it will modify itself.

   For instance:
        (x at: 1) printNl !

which prints:
        nil

   The slots of an array are initially set to "nothing" (which
Smalltalk calls `nil').  Let's set the first slot to the number 99:
        x at: 1 put: 99 !

and now make sure the 99 is actually there:
        (x at: 1) printNl !

which then prints out:
        99

   These examples show how to manipulate an array.  They also show the
standard way in which messages are passed arguments ments.  In most
cases, if a message takes an argument, its name will end with `:'.(2)

   So when we said `x at: 1' we were sending a message to whatever
object was currently bound to `x' with an argument of 1.  For an array,
this results in the first slot of the array being returned.

   The second operation, `x at: 1 put: 99' is a message with two
arguments.  It tells the array to place the second argument (99) in the
slot specified by the first (1).  Thus, when we re-examine the first
slot, it does indeed now contain 99.

   There is a shorthand for describing the messages you send to
objects.  You just run the message names together.  So we would say
that our array accepts both the `at:' and `at:put:' messages.

   There is quite a bit of sanity checking built into an array.  The
request
        6 at: 1

fails with an error; 6 is an integer, and can't be indexed.  Further,
        x at: 21

fails with an error, because the array we created only has room for 20
objects.

   Finally, note that the object stored in an array is just like any
other object, so we can do things like:
        ((x at: 1) + 1) printNl !

which (assuming you've been typing in the examples) will print 100.

   ---------- Footnotes ----------

   (1)     GNU Smalltalk supports completion in the same way as Bash or
GDB.      To enter the following line, you can for example type     `x
:= Arr<TAB> new: 20'.  This can come in handy     when you have to type
long names such as `IdentityDictionary',     which becomes
`Ide<TAB>D<TAB>'.  Everything     starting with a capital letter or
ending with a colon can     be completed.

   (2) Alert readers will remember that the math examples of the
previous chapter deviated from this.


File: gst.info,  Node: Sets,  Next: Dictionaries,  Prev: Arrays,  Up: Some classes

A set in Smalltalk
------------------

   We're done with the array we've been using, so we'll assign
something new to our `x' variable.  Note that we don't need to do
anything special about the old array: the fact that nobody is using it
any more will be automatically detected, and the memory reclaimed.
This is known as garbage collection and it is generally done when
Smalltalk finds that it is running low on memory.  So, to get our new
object, simply do:
        x := Set new !

which creates an empty set.  To view its contents, do:
        x printNl !

   The kind of object is printed out (i.e., `Set'), and then the
members are listed within parenthesis.  Since it's empty, we see:
        Set ()

   Now let's toss some stuff into it.  We'll add the numbers 5 and 7,
plus the string 'foo'.  We could type:

        x add: 5 !
        x add: 7 !
        x add: 'foo' !

   But let's save a little typing by using a Smalltalk shorthand:

        x add: 5; add: 7; add: 'foo' !

   This line does exactly what the previous example's three lines did.
The trick is that the semicolon operator causes the message to be sent
to the same object as the last message sent.  So saying `; add: 7' is
the same as saying `x add: 7', because `x' was the last thing a message
was sent to.  This may not seem like such a big savings, but compare
the ease when your variable is named `aVeryLongVariableName' instead of
just `x'!  We'll revisit some other occasions where `;' saves you
trouble, but for now let's continue with our set.  Type either version
of the example, and make sure that we've added 5, 7, and "foo":
        x printNl !

we'll see that it now contains our data:
        Set (5 'foo' 7)

   What if we add something twice?  No problem--it just stays in the
set.  So a set is like a big checklist--either it's in there, or it
isn't.  To wit:
        x add:5; add: 5; add: 5; add: 5 !
        x printNl !

   We've added 5 several times, but when we printed our set back out,
we just see:
        Set (5 'foo' 7)

   What you put into a set with `add:', you can take out with
`remove:'.  Try:

        x remove: 5 !
        x printNl !

   The set now prints as:
        Set ('foo' 7)

   The "5" is indeed gone from the set.

   We'll finish up with one more of the many things you can do with a
set--checking for membership.  Try:
        (x includes: 7) printNl !
        (x includes: 5) printNl !

   From which we see that x does indeed contain 7, but not 5.  Notice
that the answer is printed as `true' or `false'.  Once again, the thing
returned is an object--in this case, an object known as a boolean.
We'll look at the use of booleans later, but for now we'll just say
that booleans are nothing more than objects which can only either be
true or false--nothing else.  So they're very useful for answers to yes
or no questions, like the ones we just posed.  Let's take a look at
just one more kind of data structure:


File: gst.info,  Node: Dictionaries,  Next: Smalltalk dictionary,  Prev: Sets,  Up: Some classes

Dictionaries
------------

   A dictionary is a special kind of collection.  With a regular array,
you must index it with integers.  With dictionaries, you can index it
with any object at all.  Dictionaries thus provide a very powerful way
of correlating one piece of information to another.  Their only
downside is that they are somewhat less efficient than simple arrays.
Try the following:
        x := Dictionary new.
        x at: 'One' put: 1 !
        x at: 'Two' put: 2 !
        x at: 1 put: 'One' !
        x at: 2 put: 'Two' !

   This fills our dictionary in with some data.  The data is actually
stored in pairs of key and value (the key is what you give to `at:'--it
specifies a slot; the value is what is actually stored at that slot).
Notice how we were able to specify not only integers but also strings
as both the key and the value.  In fact, we can use any kind of object
we want as either--the dictionary doesn't care.

   Now we can map each key to a value:
        (x at: 1) printNl !
        (x at: 'Two') printNl !

   which prints respectively:
        'One'
        2

   We can also ask a dictionary to print itself:
        x printNl !

which prints:
        Dictionary (1->'One' 2->'Two' 'One'->1 'Two'->2 )

where the first member of each pair is the key, and the second the
value.


File: gst.info,  Node: Smalltalk dictionary,  Next: Closing thoughts,  Prev: Dictionaries,  Up: Some classes

Smalltalk dictionary
--------------------

   If you'll remember from the beginning of the chapter, we started out
by saying:
        Smalltalk at: #x put: 0 !

   This code should look familiar--the `at:put:' message is how we've
been storing information in our own arrays and dictionaries.  In a
Smalltalk environment the name `Smalltalk' has been preset to point to
a dictionary (1) which both you and Smalltalk can use.  To see how this
sharing works, we'll first try to use a variable which Smalltalk
doesn't know about:
        y := 0 !

   Smalltalk complains because `y' is an unknown variable.  Using our
knowledge of dictionaries, and taking advantage of our access to
Smalltalk's dictionary, we can add it ourselves:

        Smalltalk at: #y put: 0 !

   The only mystery left is why we're using `#y' instead of our usual
quoted string.  This is one of those simple questions whose answer runs
surprisingly deep.  The quick answer is that `#y' and `'y'' are pretty
much the same, except that the former will always be the same object
each time you use it, whereas the latter can be a new string each time
you do so.  (2)

   Now that we've added `y' to Smalltalk's dictionary, we try again:
        y := 1 !
   It works!  Because you've added an entry for `y', Smalltalk is now
perfectly happy to let you use this new variable.  If you have some
spare time, you can print out the entire Smalltalk dictionary with:
        Smalltalk inspect !

   As you might suspect, this will print out quite a large list of
names!  If you get tired of watching Smalltalk grind it out, use your
interrupt key (control-C, usually) to bring Smalltalk back to
interactive mode.

   ---------- Footnotes ----------

   (1) Actually, a SystemDictionary, which is just a Dictionary with
some extra methods to run things when Smalltalk first starts and to do
nice things with a Smalltalk environment

   (2) For more detail, *Note Two flavors of equality::


File: gst.info,  Node: Closing thoughts,  Prev: Smalltalk dictionary,  Up: Some classes

Closing thoughts
----------------

   You've seen how Smalltalk provides you with some very powerful data
structures.  You've also seen how Smalltalk itself uses these same
facilities to implement the language.  But this is only the tip of the
iceberg--Smalltalk is much more than a collection of "neat" facilities
to use.  The objects and methods which are automatically available are
only the beginning of the foundation on which you build your
programs--Smalltalk allows you to add your own objects and methods into
the system, and then use them along with everything else.  The art of
programming in Smalltalk is the art of looking at your problems in
terms of objects, using the existing object types to good effect, and
enhancing Smalltalk with new types of objects.  Now that you've been
exposed to the basics of Smalltalk manipulation, we can begin to look
at this object-oriented technique of programming.


File: gst.info,  Node: The hierarchy,  Next: Creating classes,  Prev: Some classes,  Up: Tutorial

The Smalltalk class hierarchy
=============================

   When programming in Smalltalk, you sometimes need to create new
kinds of objects, and define what various messages will do to these
objects.  In the next chapter we will create some new classes, but
first we need to understand how Smalltalk organizes the types and
objects it contains.  Because this is a pure "concept" chapter, without
any actual Smalltalk code to run, we will keep it short and to the
point.

* Menu:

* Class Object::                The grandfather of every class
* Animals::                     A classic in learning OOP!
* But why::                     The bottom line of the class hierarchy


File: gst.info,  Node: Class Object,  Next: Animals,  Prev: The hierarchy,  Up: The hierarchy

Class `Object'
--------------

   Smalltalk organizes all of its classes as a tree hierarchy.  At the
very top of this hierarchy is class Object.  Following somewhere below
it are more specific classes, such as the ones we've worked
with--strings, integers, arrays, and so forth.  They are grouped
together based on their similarities; for instance, types of objects
which may be compared as greater or less than each other fall under a
class known as Magnitude.

   One of the first tasks when creating a new object is to figure out
where within this hierarchy your object falls.  Coming up with an
answer to this problem is at least as much art as science, and there
are no hard-and-fast rules to nail it down.  We'll take a look at three
kinds of objects to give you a feel for how this organization matters.


File: gst.info,  Node: Animals,  Next: But why,  Prev: Class Object,  Up: The hierarchy

Animals
-------

   Imagine that we have three kinds of objects, representing Animals,
Parrots, and Pigs.  Our messages will be eat, sing, and snort.  Our
first pass at inserting these objects into the Smalltalk hierarchy would
organize them like:
        Object
            Animals
            Parrots
            Pigs

   This means that Animals, Parrots, and Pigs are all direct
descendants of Object, and are not descendants of each other.

   Now we must define how each animal responds to each kind of message.

            Animals
                eat -> Say "I have now eaten"
                sing -> Error
                snort -> Error
            Parrots
                eat -> Say "I have now eaten"
                sing -> Say "Tweet"
                snort -> Error
            Pigs
                eat -> Say "I have now eaten""
                sing -> Error
                snort -> Say "Oink"

   Notice how we kept having to indicate an action for eat.  An
experienced object designer would immediately recognize this as a clue
that we haven't set up our hierarchy correctly.  Let's try a different
organization:
        Object
            Animals
                Parrots
                       Pigs

   That is, Parrots inherit from Animals, and Pigs from Parrots.  Now
Parrots inherit all of the actions from Animals, and Pigs from both
Parrots and Animals.  Because of this inheritance, we may now define a
new set of actions which spares us the redundancy of the previous set:
            Animals
                eat -> Say "I have now eaten"
                sing -> Error
                snort -> Error
            Parrots
                sing -> Say "Tweet"
            Pigs
                snort -> Say "Oink"

   Because Parrots and Pigs both inherit from Animals, we have only had
to define the eat action once.  However, we have made one mistake in
our class setup--what happens when we tell a Pig to sing?  It says
"Tweet", because we have put Pigs as an inheritor of Parrots.  Let's
try one final organization:
        Object
            Animals
                Parrots
                Pigs

   Now Parrots and Pigs inherit from Animals, but not from each other.
Let's also define one final pithy set of actions:
            Animals
                eat -> Say "I have eaten"
            Parrots
                sing -> Say "Tweet"
            Pigs
                snort -> Say "Oink"

   The change is just to leave out messages which are inappropriate.
If Smalltalk detects that a message is not known by an object or any of
its ancestors, it will automatically give an error--so you don't have
to do this sort of thing yourself.  Notice that now sending sing to a
Pig does indeed not say "Tweet"--it will cause a Smalltalk error
instead.


File: gst.info,  Node: But why,  Prev: Animals,  Up: The hierarchy

The bottom line of the class hierarchy
--------------------------------------

   The goal of the class hierarchy is to allow you to organize objects
into a relationship which allows a particular object to inherit the
code of its ancestors.  Once you have identified an effective
organization of types, you should find that a particular technique need
only be implemented once, then inherited by the children below.  This
keeps your code smaller, and allows you to fix a bug in a particular
algorithm in only once place--then have all users of it just inherit
the fix.

   You will find your decisions for adding objects change as you gain
experience.  As you become more familiar with the existing set of
objects and messages, your selections will increasingly "fit in" with
the existing ones.  But even a Smalltalk pro stops and thinks carefully
at this stage, so don't be daunted if your first choices seem difficult
and error-prone.


File: gst.info,  Node: Creating classes,  Next: Creating subclasses,  Prev: The hierarchy,  Up: Tutorial

Creating a new class of objects
===============================

   With the basic techniques presented in the preceding chapters, we're
ready do our first real Smalltalk program.  In this chapter we will
construct three new types of objects (known as classes), using the
Smalltalk technique of inheritance to tie the classes together, create
new objects belonging to these classes (known as creating instances of
the class), and send messages to these objects.

   We'll exercise all this by implementing a toy home-finance
accounting system.  We will keep track of our overall cash, and will
have special handling for our checking and savings accounts.  From this
point on, we will be defining classes which will be used in future
chapters.  Since you will probably not be running this whole tutorial
in one Smalltalk session, it would be nice to save off the state of
Smalltalk and resume it without having to retype all the previous
examples.  To save the current state of GNU Smalltalk, type:

        ObjectMemory snapshot: 'myimage.im' !

and from your shell, to later restart Smalltalk from this "snapshot":
        $ gst -I myimage.im

   Such a snapshot currently takes a little more than a megabyte, and
contains all variables, classes, and definitions you have added.

* Menu:

* A new class::                  Creating a new class
* Documenting the class::        So anybody will know what it's about
* Defining methods::             So it will be useful
* Instance methods::             One of two kind of methods (the others,
                                 class methods, are above)
* A look at our object::         which will sorely show that something
                                 is still missing.
* Moving money around::          Let's make it more fun!
* Next coming::                  Yeah, what's next?!?


File: gst.info,  Node: A new class,  Next: Documenting the class,  Prev: Creating classes,  Up: Creating classes

Creating a new class
--------------------

   Guess how you create a new class?  This should be getting monotonous
by now--by sending a message to an object.  The way we create our first
"custom" class is by sending the following message:

        Object subclass: #Account
            instanceVariableNames: 'balance'
            classVariableNames: ''
            poolDictionaries: ''
            category: nil !

   Quite a mouthful, isn't it?  Most people end up customizing their
editor to pop this up at a push of a button.  But conceptually, it
isn't really that bad.  The Smalltalk variable Object is bound to the
grand-daddy of all classes on the system.  What we're doing here is
telling the Object class that we want to add to it a subclass known as
Account.  The other parts of the message can be ignored, but
`instanceVariableNames: 'balance'' tells it that each object in this
subclass will have a hidden variable named `balance'.  (1)

   ---------- Footnotes ----------

   (1) In case you're having a hard time making out the font, the "
after `classVariableNames:' and `poolDictionaries:' are a pair of
single quotes--an empty string.


File: gst.info,  Node: Documenting the class,  Next: Defining methods,  Prev: A new class,  Up: Creating classes

Documenting the class
---------------------

   The next step is to associate a description with the class.  You do
this by sending a message to the new class:
        Account comment:
        'I represent a place to deposit and withdraw money' !

   A description is associated with every Smalltalk class, and it's
considered good form to add a description to each new class you define.
To get the description for a given class:
        (Account comment) printNl !

   And your string is printed back to you.  Try this with class
Integer, too:
        (Integer comment) printNl !


File: gst.info,  Node: Defining methods,  Next: Instance methods,  Prev: Documenting the class,  Up: Creating classes

Defining a method for the class
-------------------------------

   We have created a class, but it isn't ready to do any work for
us--we have to define some messages which the class can process first.
We'll start at the beginning by defining methods for instance creation:
       !Account class methodsFor: 'instance creation'!
     
        new
            | r |
     
            r := super new.
            r init.
            ^r
        ! !

   Again, programming your editor to do this is recommended.  The
important points about this are:

   * `Account class' means that we are defining messages which are to
     be sent to the Account class itself.

   * `methodsFor: 'instance creation'' is more documentation support;
     it says that all of the methods defined will be to support
     creating objects of type Account.

   * The text starting with `new' and ending with `! !' defined what
     action to take for the message `new'.  When you enter this
     definition, GNU Smalltalk will simply give you another prompt, but
     your method has been compiled in and is ready for use.  GNU
     Smalltalk is pretty quiet on successful method definitions--but
     you'll get plenty of error messages if there's a problem!

   This is also the first example where we've had to use more than one
statement, and thus a good place to present the statement
separator--the `.' period.  Like Pascal, and unlike C, statements are
separated rather than terminated.  Thus you need only use a `.' when
you have finished one statement and are starting another.  This is why
our last statement, `^r', does not have a `.' following.  Once again
like Pascal, however, Smalltalk won't complain if your enter a spurious
statement separator after the last statement.

   The best way to describe how this method works is to step through
it.  Imagine we sent a message to the new class Account with the
command line:
        Account new !

   `Account' receives the message `new' and looks up how to process
this message.  It finds our new definition, and starts running it.  The
first line, `| r |', creates a local variable named `r' which can be
used as a placeholder for the objects we create.  `r' will go away as
soon as the message is done being processed.

   The first real step is to actually create the object.  The line `r
:= super new' does this using a fancy trick.  The word `super' stands
for the same object that the message `new' was originally sent to
(remember?  it's `Account'), except that when Smalltalk goes to search
for the methods, it starts one level higher up in the hierarchy than
the current level.  So for a method in the Account class, this is the
Object class (because the class Account inherits from is Object--go
back and look at how we created the Account class), and the Object
class' methods then execute some code in response to the `#new'
message.  As it turns out, Object will do the actual creation of the
object when sent a `#new' message.

   One more time in slow motion: the Account method `#new' wants to do
some fiddling about when new objects are created, but he also wants to
let his parent do some work with a method of the same name.  By saying
`r := super new' he is letting his parent create the object, and then
he is attaching it to the variable `r'.  So after this line of code
executes, we have a brand new object of type Account, and `r' is bound
to it.  You will understand this better as time goes on, but for now
scratch your head once, accept it as a recipe, and keep going.

   We have the new object, but we haven't set it up correctly.
Remember the hidden variable `balance' which we saw in the beginning of
this chapter?  `super new' gives us the object with the `balance' field
containing nothing, but we want our balance field to start at 0.  (1)

   So what we need to do is ask the object to set itself up.  By saying
`r init', we are sending the `init' message to our new Account.  We'll
define this method in the next section--for now just assume that
sending the `init' message will get our Account set up.

   Finally, we say `^r'.  In English, this is return what r is attached
to.  This means that whoever sent to Account the `new' message will get
back this brand new account.  At the same time, our temporary variable
`r' ceases to exist.

   ---------- Footnotes ----------

   (1) And unlike C, Smalltalk draws a distinction between `0' and
`nil'.  `nil' is the nothing object, and you will receive an error if
you try to do, say, math on it.  It really does matter that we
initialize our instance variable to the number 0 if we wish to do math
on it in the future.


File: gst.info,  Node: Instance methods,  Next: A look at our object,  Prev: Defining methods,  Up: Creating classes

Defining an instance method
---------------------------

   We need to define the `init' method for our Account objects, so that
our `new' method defined above will work.  Here's the Smalltalk code:
        !Account methodsFor: 'instance initialization'!
        init
            balance := 0
        ! !

   It looks quite a bit like the previous method definition, except
that the first one said `Account class methodsFor:...', and ours says
`Account methodsFor:...'.

   The difference is that the first one defined a method for messages
sent directly to `Account', but the second one is for messages which
are sent to Account objects once they are created.

   The method named `init' has only one line, `balance := 0'.  This
initializes the hidden variable `balance' (actually called an instance
variable) to zero, which makes sense for an account balance.  Notice
that the method doesn't end with `^r' or anything like it: this method
doesn't return a value to the message sender.  When you do not specify
a return value, Smalltalk defaults the return value to the object
currently executing.  For clarity of programming, you might consider
explicitly returning `self' in cases where you intend the return value
to be used.(1)

   ---------- Footnotes ----------

   (1) And why didn't the designers default the return value to nil?
Perhaps they didn't appreciate the value of void functions.  After all,
at the time Smalltalk was being designed, C didn't even have a void
data type.


File: gst.info,  Node: A look at our object,  Next: Moving money around,  Prev: Instance methods,  Up: Creating classes

Looking at our Account
----------------------

   Let's create an instance of class Account:
        Smalltalk at: #a put: (Account new) !

   Can you guess what this does?  The `Smalltalk at: #a put:
<something>' creates a Smalltalk variable.  And the `Account new'
creates a new Account, and returns it.  So this line creates a Smalltalk
variable named `a', and attaches it to a new Account--all in one line.
Let's take a look at the Account object we just created:
        a printNl !

   It prints:
        an Account

   Hmmm...  not very informative.  The problem is that we didn't tell
our Account how to print itself, so we're just getting the default
system `printNl' method--which tells what the object is, but not what
it contains.  So clearly we must add such a method:
        !Account methodsFor: 'printing'!
        printOn: stream
            super printOn: stream.
            stream nextPutAll: ' with balance: '.
            balance printOn: stream
        ! !

   Now give it a try again:
        a printNl !

which prints:
        an Account with balance: 0

   This may seem a little strange.  We added a new method, printOn:,
and our printNl message starts behaving differently.  It turns out that
the printOn: message is the central printing function--once you've
defined it, all of the other printing methods end up calling it.  Its
argument is a place to print to--quite often it is the variable
`Transcript'.  This variable is usually hooked to your terminal, and
thus you get the printout to your screen.

   The `super printOn: stream' lets our parent do what it did
before--print out what our type is.  The `an Account' part of the
printout came from this.  `stream nextPutAll: ' with balance: ''
creates the string ` with balance: ', and prints it out to the stream,
too; note that we don't use `printOn:' here because that would enclose
our string within quotes.  Finally, `balance printOn: stream' asks
whatever object is hooked to the `balance' variable to print itself to
the stream.  We set `balance' to 0, so the 0 gets printed out.


File: gst.info,  Node: Moving money around,  Next: Next coming,  Prev: A look at our object,  Up: Creating classes

Moving money around
-------------------

   We can now create accounts, and look at them.  As it stands, though,
our balance will always be 0--what a tragedy!  Our final methods will
let us deposit and spend money.  They're very simple:

        !Account methodsFor: 'moving money'!
        spend: amount
            balance := balance - amount
        !
        deposit: amount
            balance := balance + amount
        ! !

   With these methods you can now deposit and spend amounts of money.
Try these operations:
        a deposit: 125!
        a deposit: 20!
        a printNl!
        a spend: 10!
        a printNl!


File: gst.info,  Node: Next coming,  Prev: Moving money around,  Up: Creating classes

What's next?
------------

   We now have a generic concept, an "Account".  We can create them,
check their balance, and move money in and out of them.  They provide a
good foundation, but leave out important information that particular
types of accounts might want.  In the next chapter, we'll take a look
at fixing this problem using subclasses.


File: gst.info,  Node: Creating subclasses,  Next: Code blocks (I),  Prev: Creating classes,  Up: Tutorial

Two Subclasses for the Account Class
====================================

   This chapter continues from the previous chapter in demonstrating
how one creates classes and subclasses in Smalltalk.  In this chapter
we will create two special subclasses of Account, known as Checking and
Savings.  We will continue to inherit the capabilities of Account, but
will tailor the two kinds of objects to better manage particular kinds
of accounts.

* Menu:

* The Savings class::           One of the two subclasses we'll put together
* The Checking class::          And here is the other
* Writing checks::              Only in Smalltalk, of course


File: gst.info,  Node: The Savings class,  Next: The Checking class,  Prev: Creating subclasses,  Up: Creating subclasses

The Savings class
-----------------

   We create the Savings class as a subclass of Account.  It holds
money, just like an Account, but has an additional property that we
will model: it is paid interest based on its balance.  We create the
class Savings as a subclass of Account:
        Account subclass: #Savings
            instanceVariableNames: 'interest'
            classVariableNames: ''
            poolDictionaries: ''
            category: nil !

   The instance variable `interest' will accumulate interest paid.
Thus, in addition to the `spend:' and `deposit:' messages which we
inherit from our parent, Account, we will need to define a method to
add in interest deposits, and a way to clear the interest variable
(which we would do yearly, after we have paid taxes).  We first define
a method for allocating a new account--we need to make sure that the
interest field starts at 0.
        !Savings methodsFor: 'initialization'!
        init
            interest := 0.
            ^ super init
        ! !

   Recall that the parent took care of the `new' message, and created a
new object of the appropriate size.  After creation, the parent also
sent an `init' message to the new object.  As a subclass of Account,
the new object will receive the `init' message first; it sets up its own
instance variable, and then passes the `init' message up the chain to
let its parent take care of its part of the initialization.

   With our new `Savings' account created, we can define two methods
for dealing specially with such an account:
        !Savings methodsFor: 'interest'!
        interest: amount
            interest := interest + amount.
            self deposit: amount
        !
        clearInterest
            | oldinterest |
     
            oldinterest := interest.
            interest := 0.
            ^oldinterest
        ! !

   The first method says that we add the `amount' to our running total
of interest.  The line `self deposit: amount' tells Smalltalk to send
ourselves a message, in this case `deposit: amount'.  This then causes
Smalltalk to look up the method for `deposit:', which it finds in our
parent, Account.  Executing this method then updates our overall
balance.(1)

   One may wonder why we don't just replace this with the simpler
`balance := balance + amount'.  The answer lies in one of the
philosophies of object-oriented languages in general, and Smalltalk in
particular.  Our goal is to encode a technique for doing something once
only, and then re-using that technique when needed.  If we had directly
encoded `balance := balance + amount' here, there would have been two
places that knew how to update the balance from a deposit.  This may
seem like a useless difference.  But consider if later we decided to
start counting the number of deposits made.  If we had encoded `balance
:= balance + amount' in each place that needed to update the balance,
we would have to hunt each of them down in order to update the count of
deposits.  By sending `self' the message `deposit:', we need only
update this method once; each sender of this message would then
automatically get the correct up-to-date technique for updating the
balance.

   The second method, `clearInterest', is simpler.  We create a
temporary variable `oldinterest' to hold the current amount of
interest.  We then zero out our interest to start the year afresh.
Finally, we return the old interest as our result, so that our year-end
accountant can see how much we made.(2)

   ---------- Footnotes ----------

   (1) `self' is much like `super', except that `self' will start
looking for a method at the bottom of the type hierarchy for the
object, while `super' starts looking one level up from the current
level.  Thus, using `super' forces inheritance, but `self' will find
the first definition of the message which it can.

   (2) Of course, in a real accounting system we would never discard
such information--we'd probably throw it into a Dictionary object,
indexed by the year that we're finishing.  The ambitious might want to
try their hand at implementing such an enhancement.


File: gst.info,  Node: The Checking class,  Next: Writing checks,  Prev: The Savings class,  Up: Creating subclasses

The Checking class
------------------

   Our second subclass of Account represents a checking account.  We
will keep track of two facets:

   * What check number we are on

   * How many checks we have left in our checkbook

   We will define this as another subclass of Account:
       Account subclass: #Checking
            instanceVariableNames: 'checknum checksleft'
            classVariableNames: ''
            poolDictionaries: ''
            category: nil !

   We have two instance variables, but we really only need to
initialize one of them--if there are no checks left, the current check
number can't matter.  Remember, our parent class Account will send us
the `init' message.  We don't need our own class-specific `new'
function, since our parent's will provide everything we need.
        !Checking methodsFor: 'Initialization'!
        init
            checksleft := 0.
            ^super init
        ! !

   As in Savings, we inherit most of abilities from our superclass,
Account.  For initialization, we leave `checknum' alone, but set the
number of checks in our checkbook to zero.  We finish by letting our
parent class do its own initialization.


File: gst.info,  Node: Writing checks,  Prev: The Checking class,  Up: Creating subclasses

Writing checks
--------------

   We will finish this chapter by adding a method for spending money
through our checkbook.  The mechanics of taking a message and updating
variables should be familiar:
        !Checking methodsFor: 'spending'!
        newChecks: number count: checkcount
            checknum := number.
            checksleft := checkcount
        !
     
        writeCheck: amount
            | num |
     
            num := checknum.
            checknum := checknum + 1.
            checksleft := checksleft - 1.
            self spend: amount.
            ^ num
        ! !

   `newChecks:' fills our checkbook with checks.  We record what check
number we're starting with, and update the count of the number of
checks in the checkbook.

   `writeCheck:' merely notes the next check number, then bumps up the
check number, and down the check count.  The message `self spend:
amount' resends the message `spend:' to our own object.  This causes
its method to be looked up by Smalltalk.  The method is then found in
our parent class, Account, and our balance is then updated to reflect
our spending.

   You can try the following examples:
        Smalltalk at: #c put: (Checking new) !
        c printNl !
        c deposit: 250 !
        c printNl !
        c newChecks: 100 count: 50 !
        c printNl !
        (c writeCheck: 32) printNl !
        c printNl !

   For amusement, you might want to add a printOn: message to the
checking class so you can see the checking-specific information.

   In this chapter, you have seen how to create subclasses of your own
classes.  You have added new methods, and inherited methods from the
parent classes.  These techniques provide the majority of the structure
for building solutions to problems.  In the following chapters we will
be filling in details on further language mechanisms and types, and
providing details on how to debug software written in Smalltalk.


File: gst.info,  Node: Code blocks (I),  Next: Code blocks (II),  Prev: Creating subclasses,  Up: Tutorial

Code blocks
===========

   The Account/Saving/Checking example from the last chapter has
several deficiencies.  It has no record of the checks and their values.
Worse, it allows you to write a check when there are no more
checks--the Integer value for the number of checks will just calmly go
negative!  To fix these problems we will need to introduce more
sophisticated control structures.

* Menu:

* Conditions::               Making some decisions
* Iteration::                Making some loops


File: gst.info,  Node: Conditions,  Next: Iteration,  Prev: Code blocks (I),  Up: Code blocks (I)

Conditions and decision making
------------------------------

   Let's first add some code to keep you from writing too many checks.
We will simply update our current method for the Checking class; if you
have entered the methods from the previous chapters, the old definition
will be overridden by this new one.
        !Checking methodsFor: 'spending'!
        writeCheck: amount
            | num |
     
            (checksleft < 1)
                ifTrue: [ ^self error: 'Out of checks' ].
            num := checknum.
            checknum := checknum + 1.
            checksleft := checksleft - 1.
            self spend: amount
            ^ num
        ! !

   The two new lines are:
        (checksleft < 1)
            ifTrue: [ ^self error: 'Out of checks' ].

   At first glance, this appears to be a completely new structure.
But, look again!  The only new construct is the square brackets.

   The first line is a simple boolean expression.  `checksleft' is our
integer, as initialized by our Checking class.  It is sent the message
`<', and the argument 1.  The current number bound to `checksleft'
compares itself against 1, and returns a boolean object telling whether
it is less than 1.

   Now this boolean, which is either true or false, is sent the message
`ifTrue:', with an argument which is called a code block.  A code block
is an object, just like any other.  But instead of holding a number, or
a Set, it holds executable statements.  So what does a boolean do with
a code block which is an argument to a `ifTrue:' message?  It depends
on which boolean!  If the object is the `true' object, it executes the
code block it has been handed.  If it is the `false' object, it returns
without executing the code block.  So the traditional conditional
construct has been replaced in Smalltalk with boolean objects which
execute the indicated code block or not, depending on their truth-value.
(1)

   In the case of our example, the actual code within the block sends
an error message to the current object.  `error:' is handled by the
parent class Object, and will pop up an appropriate complaint when the
user tries to write too many checks.  In general, the way you handle a
fatal error in Smalltalk is to send an error message to yourself
(through the `self' pseudo-variable), and let the error handling
mechanisms inherited from the Object class take over.

   As you might guess, there is also an `ifFalse:' message which
booleans accept.  It works exactly like `ifTrue:', except that the
logic has been reversed; a boolean `false' will execute the code block,
and a boolean `true' will not.

   You should take a little time to play with this method of
representing conditionals.  You can run your checkbook, but can also
invoke the conditional functions directly:
        true ifTrue: [ 'Hello, world!' printNl ] !
        false ifTrue: [ 'Hello, world!' printNl ] !
        true ifFalse: [ 'Hello, world!' printNl ] !
        false ifFalse: [ 'Hello, world!' printNl ] !

   ---------- Footnotes ----------

   (1) It is interesting to note that because of the way conditionals
are done, conditional constructs are not part of the Smalltalk
language, instead they are merely a defined behavior for the Boolean
class of objects.


File: gst.info,  Node: Iteration,  Prev: Conditions,  Up: Code blocks (I)

Iteration and collections
-------------------------

   Now that we have some sanity checking in place, it remains for us to
keep a log of the checks we write.  We will do so by adding a
Dictionary object to our Checking class, logging checks into it, and
providing some messages for querying our check-writing history.  But
this enhancement brings up a very interesting question--when we change
the "shape" of an object (in this case, by adding our dictionary as a
new instance variable to the Checking class), what happens to the
existing class, and its objects?  The answer is that the old objects
are mutated to keep their new shape, and all methods are recompiled so
that they work with the new shape.  New objects will have exactly the
same shape as old ones, but old objects might happen to be initialized
incorrectly (since the newly added variables will be simply put to
nil).  As this can lead to very puzzling behavior, it is usually best
to eradicate all of the old objects, and then implement your changes.

   If this were more than a toy object accounting system, this would
probably entail saving the objects off, converting to the new class,
and reading the objects back into the new format.  For now, we'll just
ignore what's currently there, and define our latest Checking class.

        Account subclass: #Checking
            instanceVariableNames: 'checknum checksleft history'
            classVariableNames: ''
            poolDictionaries: ''
            category: nil !

   This is the same syntax as the last time we defined a checking
account, except that we have three instance variables: the `checknum'
and `checksleft' which have always been there, and our new `history'
variable; since we have removed no instance variables, the old method
will be recompiled without errors.  We must now feed in our definitions
for each of the messages our object can handle, since we are basically
defining a new class under an old name.

   With our new Checking instance variable, we are all set to start
recording our checking history.  Our first change will be in the
handling of the `init' message:
        !Checking methodsFor: 'initialization'!
        init
            checksleft := 0.
            history := Dictionary new.
            ^ super init
        ! !

   This provides us with a Dictionary, and hooks it to our new
`history' variable.

   Our next method records each check as it's written.  The method is a
little more involved, as we've added some more sanity checks to the
writing of checks.

        !Checking methodsFor: 'spending'!
        writeCheck: amount
            | num |
     
            "Sanity check that we have checks left in our checkbook"
            (checksleft < 1)
                ifTrue: [ ^self error: 'Out of checks' ].
     
            "Make sure we've never used this check number before"
            num := checknum.
            (history includesKey: num)
                ifTrue: [ ^self error: 'Duplicate check number' ].
     
            "Record the check number and amount"
            history at: num put: amount.
     
            "Update our next checknumber, checks left, and balance"
            checknum := checknum + 1.
            checksleft := checksleft - 1.
            self spend: amount.
            ^ num
        ! !

   We have added three things to our latest version of `writeCheck:'.
First, since our routine has become somewhat involved, we have added
comments.  In Smalltalk, single quotes are used for strings; double
quotes enclose comments.  We have added comments before each section of
code.

   Second, we have added a sanity check on the check number we propose
to use.  Dictionary objects respond to the `includesKey:' message with
a boolean, depending on whether something is currently stored under the
given key in the dictionary.  If the check number is already used, the
`error:' message is sent to our object, aborting the operation.

   Finally, we add a new entry to the dictionary.  We have already seen
the `at:put:' message (often found written as `#at:put:', with a sharp
in front of it) at the start of this tutorial.  Our use here simply
associates a check number with an amount of money spent.(1) With this,
we now have a working Checking class, with reasonable sanity checks and
per-check information.

   Let us finish the chapter by enhancing our ability to get access to
all this information.  We will start with some simple print-out
functions.

        !Checking methodsFor: 'printing'!
        printOn: stream
            super printOn: stream.
            ', checks left: ' printOn: stream.
            checksleft printOn: stream.
            ', checks written: ' printOn: stream.
            (history size) printOn: stream.
        !
        check: num
            | c |
            c := history
                at: num
                ifAbsent: [ ^self error: 'No such check #' ].
            ^c
        ! !

   There should be very few surprises here.  We format and print our
information, while letting our parent classes handle their own share of
the work.  When looking up a check number, we once again take advantage
of the fact that blocks of executable statements are an object; in this
case, we are using the `at:ifAbsent:' message supported by the
Dictionary class.  As you can probably anticipate, if the requested key
value is not found in the dictionary, the code block is executed.  This
allows us to customize our error handling, as the generic error would
only tell the user "key not found".

   While we can look up a check if we know its number, we have not yet
written a way to "riffle through" our collection of checks.  The
following function loops over the checks, printing them out one per
line.  Because there is currently only a single numeric value under
each key, this might seem wasteful.  But we have already considered
storing multiple values under each check number, so it is best to leave
some room for each item.  And, of course, because we are simply sending
a printing message to an object, we will not have to come back and
re-write this code so long as the object in the dictionary honors our
`printNl'/`printOn:' messages sages.

        !Checking methodsFor: 'printing'!
        printChecks
            history associationsDo: [ :assoc |
                (assoc key) print.
                ' - ' print.
                (assoc value) printNl.
            ]
        ! !

   We still see a code block object being passed to the dictionary, but
`:assoc |' is something new.  A code block can optionally receive
arguments.  In this case, the argument is the key/value pair, known in
Smalltalk as an Association.  This is the way that a dictionary object
stores its key/value pairs internally.  In fact, when you sent an
at:put: message to a dictionary object, the first thing it does is pack
them into a new object from the Association class.  If you only wanted
the value portion, you could call history with a `do:' message instead;
if you only wanted the key portion, you could call history with a
`keysDo:' message instead.

   Our code merely uses the `key' and `value' messages to ask the
association for the two values.  We then invoke our printing interface
upon them.  We don't want a newline until the end, so the `print'
message is used instead.  It is pretty much the same as `printNl',
since both implicitly use `Transcript', except it doesn't add a newline.

   It is important that you be clear on the relationship between an
Association and the argument to a code block.  In this example, we
passed a `associationsDo:' message to a dictionary.  A dictionary
invokes the passed code block with an Association when processing an
associationsDo: message.  But code blocks can receive any type of
argument: the type is determined by the code which invokes the code
block; Dictionary's `associationDo:' method, in this case.  In the next
chapter we'll see more on how code blocks are used; we'll also look at
how you can invoke code blocks in your own code.

   ---------- Footnotes ----------

   (1) You might start to wonder what one would do if you wished to
associate two pieces of information under one key.  Say, the value and
who the check was written to.  There are several ways; the best would
probably be to create a new, custom object which contained this
information, and then store this object under the check number key in
the dictionary.  It would also be valid (though probably over-kill) to
store a dictionary as the value--and then store as many pieces of
information as you'd like under each slot!


File: gst.info,  Node: Code blocks (II),  Next: Debugging,  Prev: Code blocks (I),  Up: Tutorial

Code blocks, part two
=====================

   In the last chapter, we looked at how code blocks could be used to
build conditional expressions, and how you could iterate across all
entries in a collection.(1) We built our own code blocks, and handed
them off for use by system objects.  But there is nothing magic about
invoking code blocks; your own code will often need to do so.  This
chapter will shows some examples of loop construction in Smalltalk, and
then demonstrate how you invoke code blocks for yourself.

* Menu:

* Integer loops::            Well, Smalltalk too has them
* Intervals::                And of course here's a peculiar way to use them
* Invoking code blocks::     You can do it, too

   ---------- Footnotes ----------

   (1) The `do:' message is understood by most types of Smalltalk
collections.  It works for the Dictionary class, as well as sets,
arrays, strings, intervals, linked lists, bags, and streams.  The
`associationsDo:' message works only with dictionaries.  The difference
is that `do:' passes only the value portion, while `associationsDo:'
passes the entire key/value pair in an Association object.


File: gst.info,  Node: Integer loops,  Next: Intervals,  Prev: Code blocks (II),  Up: Code blocks (II)

Integer loops
-------------

   Integer loops are constructed by telling a number to drive the loop.
Try this example to count from 1 to 20:
        1 to: 20 do: [:x | x printNl ] !

   There's also a way to count up by more than one:
        1 to: 20 by: 2 do: [:x | x printNl ] !

   Finally, counting down is done with a negative step:
        20 to: 1 by: -1 do: [:x | x printNl ] !


File: gst.info,  Node: Intervals,  Next: Invoking code blocks,  Prev: Integer loops,  Up: Code blocks (II)

Intervals
---------

   It is also possible to represent a range of numbers as a standalone
object.  This allows you to represent a range of numbers as a single
object, which can be passed around the system.
        Smalltalk at: #i put: (Interval from: 5 to: 10) !
        i printNl !
        i do: [:x | x printNl] !

   As with the integer loops, the Interval class can also represent
steps greater than 1.  It is done much like it was for our numeric loop
above:
        i := (Interval from: 5 to: 10 by: 2)
        i printNl !
        i do: [:x| x printNl] !


File: gst.info,  Node: Invoking code blocks,  Prev: Intervals,  Up: Code blocks (II)

Invoking code blocks
--------------------

   Let us revisit the checking example and add a method for scanning
only checks over a certain amount.  This would allow our user to find
"big" checks, by passing in a value below which we will not invoke
their function.  We will invoke their code block with the check number
as an argument ment; they can use our existing check: message to get the
amount.

        !Checking methodsFor: 'scanning'!
        checksOver: amount do: aBlock
            history associationsDo: [:assoc|
                ((assoc value) > amount)
                       ifTrue: [aBlock value: (assoc key)]
            ]
        ! !

   The structure of this loop is much like our printChecks message sage
from chapter 6.  However, in this case we consider each entry, and only
invoke the supplied block if the check's value is greater than the
specified amount.  The line:

        ifTrue: [aBlock value: (assoc key)]

invokes the user-supplied block, passing as an argument the
association's key, which is the check number.  The `value:' message,
when received by a code block, causes the code block to execute.  Code
blocks take `value', `value:', `value:value:', and `value:value:value:'
messages, so you can pass from 0 to 3 arguments to a code block.(1)

   You might find it puzzling that an association takes a `value'
message, and so does a code block.  Remember, each object can do its
own thing with a message.  A code block gets run when it receives a
`value' message.  An association merely returns the value part of its
key/value pair.  The fact that both take the same message is, in this
case, coincidence.

   Let's quickly set up a new checking account with $250 (wouldn't this
be nice in real life?) and write a couple checks.  Then we'll see if
our new method does the job correctly:
        Smalltalk at: #mycheck put: (Checking new) !
        mycheck deposit: 250 !
        mycheck newChecks: 100 count: 40 !
        mycheck writeCheck: 10 !
        mycheck writeCheck: 52 !
        mycheck writeCheck: 15 !
        mycheck checksOver: 1 do: [:x | x printNl] !
        mycheck checksOver: 17 do: [:x | x printNl] !
        mycheck checksOver: 200 do: [:x | x printNl] !

   We will finish this chapter with an alternative way of writing our
`checksOver:' code.  In this example, we will use the message `select:'
to pick the checks which exceed our value, instead of doing the
comparison ourselves.  We can then invoke the new resulting collection
against the user's code block.

        !Checking methodsFor: 'scanning'!
        checksOver: amount do: aBlock
            | chosen |
            chosen := history select: [:amt| amt > amount].
            chosen associationsDo: aBlock
        ! !

   Unlike our previous definition  of `checksOver:do:', this one passes
the user's code block the association, not just a check number.  How
could this code be rewritten to remedy this, while still using select:?

   Yet, this new behavior can be useful.  You can use the same set of
tests that we ran above.  Notice that our code block:
        [:x| x printNl]
   now prints out an Association.  This has a very nice effect: with
our old method, we were told which check numbers were above a given
amount; with this new method, we get the check number and amount in the
form of an Association.  When we print an association, since the key is
the check number and the value is the check amount, we get a list of
checks over the amount in the format:
        CheckNum -> CheckVal

   ---------- Footnotes ----------

   (1) There is also a `valueWithArguments:' message which accepts an
array holding as many arguments as you would like.


File: gst.info,  Node: Debugging,  Next: More subclassing,  Prev: Code blocks (II),  Up: Tutorial

When Things Go Bad
==================

   So far we've been working with examples which work the first time.
If you didn't type them in correctly, you probably received a flood of
unintelligible complaints.  You probably ignored the complaints, and
typed the example again.

   When developing your own Smalltalk code, however, these messages are
the way you find out what went wrong.  Because your objects, their
methods, the error printout, and your interactive environment are all
contained within the same Smalltalk session, you can use these error
messages to debug your code using very powerful techniques.

* Menu:

* Simple errors::                   Those that only happen in examples
* Nested calls::                    Those that actually happen in real life
* Looking at objects::              Trying to figure it out


File: gst.info,  Node: Simple errors,  Next: Nested calls,  Prev: Debugging,  Up: Debugging

A Simple Error
--------------

   First, let's take a look at a typical error.  Type:
        7 plus: 1 !

   This will print out:
        7 did not understand selector 'plus:'
        <blah blah>
        UndefinedObject>>#executeStatements

   The first line is pretty simple; we sent a message to the `7' object
which was not understood; not surprising since the `plus:' operation
should have been `+'.  Then there are a few lines of gobbledegook: just
ignore them, they reflect the fact that the error passed throgh GNU
Smalltalk's exception handling system.  The remaining line reflect the
way the GNU Smalltalk invokes code which we type to our command prompt;
it generates a block of code which is invoked via an internal method
`executeStatements' defined in class Object and evaluated like `nil
executeStatements' (nil is an instance of UndefinedObject).  Thus, this
output tells you that you directly typed a line which sent an invalid
message to the `7' object.

   All the error output but the first line is actually a stack
backtrace.  The most recent call is the one nearer the top of the
screen.  In the next example, we will cause an error which happens
deeper within an object.


File: gst.info,  Node: Nested calls,  Next: Looking at objects,  Prev: Simple errors,  Up: Debugging

Nested Calls
------------

   Type the following lines:
        Smalltalk at: #x put: (Dictionary new) !
        x at: 1 !

   The error you receive will look like:
        Dictionary new: 31 "<0x33788>" error: key not found
        ...blah blah...
        Dictionary>>#error:
        [] in Dictionary>>#at:
        [] in Dictionary>>#at:ifAbsent:
        Dictionary(HashedCollection)>>#findIndex:ifAbsent:
        Dictionary>>#at:ifAbsent:
        Dictionary>>#at:
        UndefinedObject(Object)>>#executeStatements

   The error itself is pretty clear; we asked for something within the
Dictionary which wasn't there.  The object which had the error is
identified as `Dictionary new: 31'.  A Dictionary's default size is 31;
thus, this is the object we created with `Dictionary new'.

   The stack backtrace shows us the inner structure of how a Dictionary
responds to the `#at:' message.  Our hand-entered command causes the
usual entry for `UndefinedObject(Object)'.  Then we see a Dictionary
object responding to an `#at:' message (the "Dictionary>>#at:" line).
This code called the object with an `#at:ifAbsent:' message.  All of a
sudden, Dictionary calls that strange method `#findIndex:ifAbsent:',
which evaluates two blocks, and then the error happens.

   To understand this better, it is necessary to know that a very
common way to handle errors in Smalltalk is to hand down a block of
code which will be called when an error occurs.  For the Dictionary
code, the `at:' message passes in a block of code to the at:ifAbsent:
code to be called when `at:ifAbsent:' can't find the given key, and
`at:ifAbsent:' does the same with `findIndex:ifAbsent:'.  Thus, without
even looking at the code for Dictionary itself, we can guess something
of the code for Dictionary's implementation:

        findIndex: key ifAbsent: errCodeBlock
            ...look for key...
            (keyNotFound) ifTrue: [ ^(errCodeBlock value) ]
            ...
     
        at: key
            ^self at: key ifAbsent: [^self error: 'key not found']

   Actually, `findIndex:ifAbsent:' lies in class HashedCollection, as
that `Dictionary(HashedCollection)' in the backtrace says.

   It would be nice if each entry on the stack backtrace included
source line numbers.  Unfortunately, at this point GNU Smalltalk doesn't
provide this feature.  Of course, you have the source code available...


File: gst.info,  Node: Looking at objects,  Prev: Nested calls,  Up: Debugging

Looking at Objects
------------------

   When you are chasing an error, it is often helpful to examine the
instance variables of your objects.  While strategic calls to `printNl'
will no doubt help, you can look at an object without having to write
all the code yourself.  The `inspect' message works on any object, and
dumps out the values of each instance variable within the object.(1)

   Thus:
        Smalltalk at: #x put: (Interval from: 1 to: 5) !
        x inspect !

   displays:
        An instance of Interval
        start: 1
        stop: 5
        step: 1
        contents: [
            [1]: 1
            [2]: 2
            [3]: 3
            [4]: 4
            [5]: 5
        ]

   We'll finish this chapter by emphasizing a technique which has
already been covered: the use of the `error:' message in your own
objects.  As you saw in the case of Dictionary, an object can send
itself an `error:' message with a descriptive string to abort execution
and dump a stack backtrace.  You should plan on using this technique in
your own objects.  It can be used both for explicit user-caused errors,
as well as in internal sanity checks.

   ---------- Footnotes ----------

   (1) When using the Blox GUI, it actually pops up a so-called
Inspector window.


File: gst.info,  Node: More subclassing,  Next: Streams,  Prev: Debugging,  Up: Tutorial

Coexisting in the Class Hierarchy
=================================

   The early chapters of this tutorial discussed classes in one of two
ways.  The "toy" classes we developed were rooted at Object; the
system-provided classes were treated as immutable entities.  While one
shouldn't modify the behavior of the standard classes lightly,
"plugging in" your own classes in the right place among their
system-provided brethren can provide you powerful new classes with very
little effort.

   This chapter will create two complete classes which enhance the
existing Smalltalk hierarchy.  The discussion will start with the issue
of where to connect our new classes, and then continue onto
implementation.  Like most programming efforts, the result will leave
many possibilities for improvements.  The framework, however, should
begin to give you an intuition of how to develop your own Smalltalk
classes.

* Menu:

* The existing hierarchy::           We've been talking about it for a while,
                                     so here it is at last
* Playing with Arrays::              Again.
* New kinds of Numbers::             Sounds interesting, doesn't it?
* Inheritance and Polymorphism::     Sounds daunting, doesn't it?


File: gst.info,  Node: The existing hierarchy,  Next: Playing with Arrays,  Prev: More subclassing,  Up: More subclassing

The Existing Class Hierarchy
----------------------------

   To discuss where a new class might go, it is helpful to have a map
of the current classes.  The following is the basic class hierarchy of
GNU Smalltalk.  Indentation means that the line inherits from the
earlier line with one less level of indentation.(1).

       Object
         Behavior
           ClassDescription
             Class
             Metaclass
         BlockClosure
         Boolean
           False
           True
         Browser
         CFunctionDescriptor
         CObject
           CAggregate
             CArray
             CPtr
           CCompound
             CStruct
             CUnion
           CScalar
             CChar
             CDouble
             CFloat
             CInt
             CLong
             CShort
             CSmalltalk
             CString
             CUChar
               CByte
                 CBoolean
             CUInt
             CULong
             CUShort
         Collection
           Bag
           MappedCollection
           SequenceableCollection
             ArrayedCollection
               Array
               ByteArray
               WordArray
               LargeArrayedCollection
                 LargeArray
                 LargeByteArray
                 LargeWordArray
               CompiledCode
                 CompiledMethod
                 CompiledBlock
               Interval
               CharacterArray
                 String
                   Symbol
             LinkedList
               Semaphore
             OrderedCollection
               RunArray
               SortedCollection
           HashedCollection
             Dictionary
               IdentityDictionary
                 MethodDictionary
               RootNamespace
                 Namespace
                 SystemDictionary
             Set
               IdentitySet
         ContextPart
           BlockContext
           MethodContext
         CType
           CArrayCType
           CPtrCType
           CScalarCType
         Delay
         DLD
         DumperProxy
           AlternativeObjectProxy
             NullProxy
               VersionableObjectProxy
             PluggableProxy
         File
           Directory
         FileSegment
         Link
           Process
           SymLink
         Magnitude
           Association
           Character
           Date
           LargeArraySubpart
           Number
             Float
             Fraction
             Integer
               LargeInteger
                 LargeNegativeInteger
                 LargePositiveInteger
                   LargeZeroInteger
               SmallInteger
           Time
         Memory
         Message
           DirectedMessage
         MethodInfo
         NullProxy
         PackageLoader
         Point
         ProcessorScheduler
         Rectangle
         SharedQueue
         Signal
           Exception
             Error
               Halt
                 ArithmeticError
                   ZeroDivide
                 MessageNotUnderstood
               UserBreak
             Notification
               Warning
         Stream
           ObjectDumper
           PositionableStream
             ReadStream
             WriteStream
               ReadWriteStream
                 ByteStream
                   FileStream
           Random
           TextCollector
           TokenStream
         TrappableEvent
           CoreException
           ExceptionCollection
         UndefinedObject
         ValueAdaptor
           NullValueHolder
           PluggableAdaptor
             DelayedAdaptor
           ValueHolder

   While initially a daunting list, you should take the time to hunt
down the classes we've examined in this tutorial so far.  Notice, for
instance, how an Array is a subclass below the SequenceableCollection
class.  This makes sense; you can walk an Array from one end to the
other.  By contrast, notice how this is not true for Sets: it doesn't
make sense to walk a Set from one end to the other.

   A little puzzling is the relationship of a Bag to a Set, since a Bag
is actually a Set supporting multiple occurrences of its elements.  The
answer lies in the purpose of both a Set and a Bag.  Both hold an
unordered collection of objects; but a Bag needs to be optimized for
the case when an object has possibly thousands of occurrences, while a
Set is optimized for checking object uniqueness.  That's why Set being
a subclass or Bag, or the other way round, would be a source of
problems in the actual implementation of the class.  Currently a Bag
holds a Dictionary associating each object to each count; it would be
feasible however to have Bag as a subclass of HashedCollection and a
sibling of Set.

   Look at the treatment of numbers--starting with the class Magnitude.
While numbers can indeed be ordered by _less than_, _greater than_,
and so forth, so can a number of other objects.  Each subclass of
Magnitude is such an object.  So we can compare characters with other
characters, dates with other dates, and times with other times, as well
as numbers with numbers.

   Finally, you will have probably noted some pretty strange classes,
representing language entities that you might have never thought of as
objects themselves: Namespace, Class and even CompiledMethod.  They are
the base of Smalltalk's "reflection" mechanism which will be discussed
later, in *Note The truth on metaclasses: Why is #new there?!?.

   ---------- Footnotes ----------

   (1) This listing is courtesy of the printHierarchy method supplied
by GNU Smalltalk author Steve Byrne.  It's in the `kernel/Browser.st'
file.


File: gst.info,  Node: Playing with Arrays,  Next: New kinds of Numbers,  Prev: The existing hierarchy,  Up: More subclassing

Playing with Arrays
-------------------

   Imagine that you need an array, but alas you need that if an index
is out of bounds, it returns nil.  You could modify the Smalltalk
implementation, but that might break some code in the image, so it is
not practical.  Why not add a subclass?

        Array variableSubclass: #NiledArray
            instanceVariableNames: ''
            classVariableNames: ''
            poolDictionaries: ''
            category: nil !
     
        !NiledArray methodsFor: 'bounds checking'!
        boundsCheck: index
            ^(index < 1) | (index > (self basicSize))
        ! !
     
        !NiledArray methodsFor: 'basic'!
        at: index
            ^(self boundsCheck: index)
                ifTrue: [ nil ]
                ifFalse: [ super at: index ]
     
        !
        at: index put: val
            ^(self boundsCheck: index)
                ifTrue: [ val ]
                ifFalse: [ super at: index put: val ]
        ! !

   Much of the machinery of adding a class should be familiar.  Instead
of our usual `subclass:' message, we use a `variableSubclass:' message.
This reflects the underlying structure of an `Array' object; we'll
delay discussing this until the chapter on the nuts and bolts of
arrays.  In any case, we inherit all of the actual knowledge of how to
create arrays, reference them, and so forth.  All that we do is
intercept at: and at:put: messages, call our common function to
validate the array index, and do something special if the index is not
valid.  The way that we coded the bounds check bears a little
examination.

   Making a first cut at coding the bounds check, you might have coded
the bounds check in NiledArray's methods twice (once for `at:', and
again for `at:put:'.  As always, it's preferable to code things once,
and then re-use them.  So we instead add a method for bounds checking
`boundsCheck:', and use it for both cases.  If we ever wanted to
enhance the bounds checking (perhaps emit an error if the index is < 1
and answer nil only for indices greater than the array size?), we only
have to change it in one place.

   The actual math for calculating whether the bounds have been
violated is a little interesting.  The first part of the expression
returned by the method:
        (index < 1) | (index > (self basicSize))

is true if the index is less than 1, otherwise it's false.  This part
of the expression thus becomes the boolean object true or false.  The
boolean object then receives the message `|', and the argument `(index
> (self basicSize))'.  `|' means "or"--we want to OR together the two
possible out-of-range checks.  What is the second part of the
expression?  (1)

   `index' is our argument, an integer; it receives the message `>',
and thus will compare itself to the value `self basicSize' returns.
While we haven't covered the underlying structures Smalltalk uses to
build arrays, we can briefly say that the `#basicSize' message returns
the number of elements the Array object can contain.  So the index is
checked to see if it's less than 1 (the lowest legal Array index) or
greater than the highest allocated slot in the Array.  If it is either
(the `|' operator!), the expression is true, otherwise false.

   From there it's downhill; our boolean object, returned by
`boundsCheck:', receives the `ifTrue:ifFalse:' message, and a code
block which will do the appropriate thing.  Why do we have `at:put:'
return val?  Well, because that's what it's supposed to do: look at
every implementor of `at:put' or `at:' and you'll find that it returns
its second parameter.  In general, the result is discarded; but one
could write a program which uses it, so we'll write it this way anyway.

   ---------- Footnotes ----------

   (1) Smalltalk also offers an `or:' message, which is different in a
subtle way from `|'.  or: takes a code block, and only invokes the code
block if it's necessary to determine the value of the expression.  This
is analogous to the guaranteed C semantic that `||' evaluates
left-to-right only as far as needed.  We could have written the
expressions as `((index < 1) or: [index > (self basicSize)])'.  Since
we expect both sides of or: to be false most of the time, there isn't
much reason to delay evaluation of either side in this case.


File: gst.info,  Node: New kinds of Numbers,  Next: Inheritance and Polymorphism,  Prev: Playing with Arrays,  Up: More subclassing

Adding a New Kind of Number
---------------------------

   If we were programming an application which did a large amount of
complex math, we could probably manage it with a number of two-element
arrays.  But we'd forever be writing in-line code for the math and
comparisons; it would be much easier to just implement an object class
to support the complex numeric type.  Where in the class hierarchy
would it be placed?

   You've probably already guessed--but let's step down the hierarchy
anyway.  Everything inherits from Object, so that's a safe starting
point.  Complex numbers can not be compared with `<' and `>', and yet
we strongly suspect that, since they are numbers, we should place them
under the Number class.  But Number inherits from Magnitude--how do we
resolve this conflict?  A subclass can place itself under a superclass
which allows some operations the subclass doesn't wish to allow.  All
that you must do is make sure you intercept these messages and return
an error.  So we will place our new Complex class under Number, and
make sure to disallow comparisons.

   One can reasonably ask whether the real and imaginary parts of our
complex number will be integer or floating point.  In the grand
Smalltalk tradition, we'll just leave them as objects, and hope that
they respond to numeric messages reasonably.  If they don't, the user
will doubtless receive errors and be able to track back their mistake
with little fuss.

   We'll define the four basic math operators, as well as the (illegal)
relationals.  We'll add `printOn:' so that the printing methods work,
and that should give us our Complex class.  The class as presented
suffers some limitations, which we'll cover later in the chapter.

        Number subclass: #Complex
            instanceVariableNames: 'realpart imagpart'
            classVariableNames: ''
            poolDictionaries: ''
            category: nil !
        !Complex class methodsFor: 'creating'!
        new
            ^self error: 'use real:imaginary:'
        !
        new: ignore
            ^self new
        !
        real: r imaginary: i
            ^(super new) setReal: r setImag: i
        ! !
     
        !Complex methodsFor: 'creating--private'!
        setReal: r setImag: i
            realpart := r.
            imagpart := i.
            ^self
        ! !
     
        !Complex methodsFor: 'basic'!
        real
            ^realpart
        !
        imaginary
            ^imagpart
        ! !
     
        !Complex methodsFor: 'math'!
        + val
            ^Complex real: (realpart + val real)
                imaginary: (imagpart + val imaginary)
        !
        - val
            ^Complex real: (realpart - val real)
                imaginary: (imagpart - val imaginary)
        !
        * val
            ^Complex real: (realpart * val real) - (imagpart * val imaginary)
                imaginary: (imagpart * val real) + (realpart * val imaginary)
        !
        / val
            | d r i |
            d := (val real * val real) + (val imaginary * val imaginary).
            r := ((realpart * val real) + (imagpart * val imaginary)).
            i := ((imagpart * val real) - (realpart * val imaginary)).
            ^Complex real: r / d imaginary: i / d
        ! !
     
        !Complex methodsFor: 'comparison'!
     
        = val
            ^(realpart = val real) & (imagpart = val imaginary)
        !
        > val
            ^self shouldNotImplement
        !
        >= val
            ^self shouldNotImplement
        !
        < val
            ^self shouldNotImplement
        !
        <= val
            ^self shouldNotImplement
        ! !
     
        !Complex methodsFor: 'printing'!
        printOn: aStream
            aStream nextPut: $(.
            realpart printOn: aStream.
            aStream nextPut: $,.
            imagpart printOn: aStream.
            aStream nextPut: $)
        ! !

   There should be surprisingly little which is actually new in this
example.  The printing method uses both printOn: as well as nextPut: to
do its printing.  While we haven't covered it, it's pretty clear that
`$(' generates the ASCII character `(' as an object, and nextPut: puts
its argument as the next thing on the stream.

   The math operations all generate a new object, calculating the real
and imaginary parts, and invoking the Complex class to create the new
object.  Our creation code is a little more compact than earlier
examples; instead of using a local variable to name the newly-created
object, we just use the return value and send a message directly to the
new object.  Our initialization code explicitly returns self; what
would happen if we left this off?


File: gst.info,  Node: Inheritance and Polymorphism,  Prev: New kinds of Numbers,  Up: More subclassing

Inheritance and Polymorphism
----------------------------

   This is a good time to look at what we've done with the two previous
examples at a higher level.  With the NiledArray class, we inherited
almost all of the functionality ality of arrays, with only a little bit
of code added to address our specific needs.  While you may have not
thought to try it, all the existing methods for an Array continue to
work without further effort-you might find it interesting to ponder why
the following still works:
        Smalltalk at: #a put: (NiledArray new: 10) !
        a at: 5 put: 1234 !
        a do: [:i| i printNl ] !

   The strength of inheritance is that you focus on the incremental
changes you make; the things you don't change will generally continue
to work.

   In the Complex class, the value of polymorphism was exercised.  A
Complex number responds to exactly the same set of messages as any
other number.  If you had handed this code to someone, they would know
how to do math with Complex numbers without further instruction.
Compare this with C, where a complex number package would require the
user to first find out if the complex-add function was complex_plus(),
or perhaps complex_add(), or add_complex(), or...

   However, one glaring deficiency is present in the Complex class:
what happens if you mix normal numbers with Complex numbers?
Currently, the Complex class assumes that it will only interact with
other Complex numbers.  But this is unrealistic: mathematically, a
"normal" number is simply one with an imaginary part of 0.  Smalltalk
was designed to allow numbers to coerce themselves into a form which
will work with other numbers.

   The system is clever and requires very little additional code.
Unfortunately, it would have tripled the amount of explanation
required.  If you're interested in how coercion works in GNU Smalltalk,
you should find the Smalltalk library source, and trace back the
execution of the `retry:coercing:' messages.  You want to consider the
value which the `generality' message returns for each type of number.
Finally, you need to examine the `coerce:' handling in each numeric
class.


File: gst.info,  Node: Streams,  Next: Behind the scenes,  Prev: More subclassing,  Up: Tutorial

Smalltalk Streams
=================

   Our examples have used a mechanism extensively, even though we
haven't discussed it yet.  The Stream class provides a framework for a
number of data structures, including input and output functionality,
queues, and endless sources of dynamically-generated data.  A Smalltalk
stream is quite similar to the UNIX streams you've used from C.  A
stream provides a sequential view to an underlying resource; as you
read or write elements, the stream position advances until you finally
reach the end of the underlying medium.  Most streams also allow you to
set the current position, providing random access to the medium.

* Menu:

* The output stream::                Which, even though you maybe didn't know
                                     it, we've used all the time
* Your own stream::                  Which, instead, is something new
* Files::                            Which are streams too
* Dynamic Strings::                  A useful application of Streams


File: gst.info,  Node: The output stream,  Next: Your own stream,  Prev: Streams,  Up: Streams

The Output Stream
-----------------

   The examples in this book all work because they write their output
to the `Transcript' stream.  Each class implements the `printOn:'
method, and writes its output to the supplied stream.  The `printNl'
method all objects use is simply to send the current object a
`printOn:' message whose argument is `Transcript' (by default attached
to the standard output stream found in the `stdout' global).  You can
invoke the standard output stream directly:
        'Hello, world' printOn: stdout !
        stdout inspect !

or you can do the same for the Transcript, which is yet another stream:
        'Hello, world' printOn: stdout !
        Transcript inspect !

the last `inspect' statement will show you how the `Transcript' is
linked to `stdout'(1).

   ---------- Footnotes ----------

   (1) Try executing it under Blox, where the Transcript is linked to
the omonymous window!


File: gst.info,  Node: Your own stream,  Next: Files,  Prev: The output stream,  Up: Streams

Your Own Stream
---------------

   Unlike a pipe you might create in C, the underlying storage of a
Stream is under your control.  Thus, a Stream can provide an anonymous
buffer of data, but it can also provide a stream-like interpretation to
an existing array of data.  Consider this example:
        Smalltalk at: #a put: (Array new: 10) !
        a at: 4 put: 1234 !
        a at: 9 put: 5678 !
        Smalltalk at: #s put: (ReadWriteStream on: a) !
        s inspect !
        s position: 1 !
        s inspect !
        s nextPut: 11; nextPut: 22 !
        (a at: 1) printNl !
        a do: [:x| x printNl] !
        s position: 2 !
        s do: [:x| x printNl] !
        s position: 5 !
        s do: [:x| x printNl] !
        s inspect !

   The key is the `on:' message; it tells a stream class to create
itself in terms of the existing storage.  Because of polymorphism, the
object specified by on: does not have to be an Array; any object which
responds to numeric at: messages can be used.  If you happen to have
the NiledArray class still loaded from the previous chapter, you might
try streaming over that kind of array instead.

   You're wondering if you're stuck with having to know how much data
will be queued in a Stream at the time you create the stream.  If you
use the right class of stream, the answer is no.  A ReadStream provides
read-only access to an existing collection.  You will receive an error
if you try to write to it.  If you try to read off the end of the
stream, you will also get an error.

   By contrast, WriteStream and ReadWriteStream (used in our example)
will tell the underlying collection to grow when you write off the end
of the existing collection.  Thus, if you want to write several
strings, and don't want to add up their lengths yourself:

        Smalltalk at: #s put: (ReadWriteStream on: (String new)) !
        s inspect !
        s nextPutAll: 'Hello, '!
        s inspect !
        s nextPutAll: 'world'!
        s inspect !
        s position: 1 !
        s inspect !
        s do: [:c | stdout nextPut: c ] !
        (s contents) printNl !

   In this case, we have used a String as the collection for the
Stream.  The `printOn:' messages add bytes to the initially empty
string.  Once we've added the data, you can continue to treat the data
as a stream.  Alternatively, you can ask the stream to return to you
the underlying object.  After that, you can use the object (a String,
in this example) using its own access methods.

   There are many amenities available on a stream object.  You can ask
if there's more to read with `atEnd'.  You can query the position with
`position', and set it with `position:'.  You can see what will be read
next with `peek', and you can read the next element with `next'.

   In the writing direction, you can write an element with `nextPut:'.
You don't need to worry about objects doing a `printOn:' with your
stream as a destination; this operation ends up as a sequence of
`nextPut:' operations to your stream.  If you have a collection of
things to write, you can use `nextPutAll:' with the collection as an
argument; each member of the collection will be written onto the
stream.  If you want to write an object to the stream several times, you
can use `next:put:', like this:

        Smalltalk at: #s put: (ReadWriteStream on: (Array new: 0)) !
        s next: 4 put: 'Hi!' !
        s position: 1 !
        s do: [:x | x printNl] !


File: gst.info,  Node: Files,  Next: Dynamic Strings,  Prev: Your own stream,  Up: Streams

Files
-----

   Streams can also operate on files.  If you wanted to dump the file
`/etc/passwd' to your terminal, you could create a stream on the file,
and then stream over its contents:
        Smalltalk at: #f put: (FileStream
            open: '/etc/passwd'
            mode: FileStream read) !
        f do: [ :c | Transcript nextPut: c ] !
        f position: 30 !
        25 timesRepeat: [ Transcript nextPut: (f next) ] !
        f close !

   and, of course, you can load Smalltalk source code into your image:
        FileStream fileIn: '/users/myself/src/source.st' !


File: gst.info,  Node: Dynamic Strings,  Prev: Files,  Up: Streams

Dynamic Strings
---------------

   Streams provide a powerful abstraction for a number of data
structures.  Concepts like current position, writing the next position,
and changing the way you view a data structure when convenient combine
to let you write compact, powerful code.  The last example is taken
from the actual Smalltalk source code--it shows a general method for
making an object print itself onto a string.

        printString
            | stream |
            stream := WriteStream on: (String new).
            self printOn: stream.
            ^stream contents
        !

   This method, residing in Object, is inherited by every class in
Smalltalk.  The first line creates a WriteStream which stores on a
String whose length is currently 0 (`String new' simply creates an
empty string.  It then invokes the current object with `printOn:'.  As
the object prints itself to "stream", the String grows to accommodate
new characters.  When the object is done printing, the method simply
returns the underlying string.

   As we've written code, the assumption has been that printOn: would
go to the terminal.  But replacing a stream to a file like `/dev/tty'
with a stream to a data structure (`String new') works just as well.
The last line tells the Stream to return its underlying collection,
which will be the string which has had all the printing added to it.
The result is that the `printString' message returns an object of the
String class whose contents are the printed representation of the very
object receiving the message.


File: gst.info,  Node: Behind the scenes,  Next: And now,  Prev: Streams,  Up: Tutorial

Some nice stuff from the Smalltalk innards
==========================================

   Just like with everything else, you'd probably end up asking
yourself: how's it done?  So here's this chapter, just to wheten your
appetite...

* Menu:

* Inside Arrays::                    Delving into something old
* Two flavors of equality::          Delving into something new
* Why is #new there?!?::	     Or, the truth on metaclasses
* Performance::			     Hmm...  they told me Smalltalk is slow...


File: gst.info,  Node: Inside Arrays,  Next: Two flavors of equality,  Prev: Behind the scenes,  Up: Behind the scenes

How Arrays Work
---------------

   Smalltalk provides a very adequate selection of predefined classes
from which to choose.  Eventually, however, you will find the need to
code a new basic data structure.  Because Smalltalk's most fundamental
storage allocation facilities are arrays, it is important that you
understand how to use them to gain efficient access to this kind of
storage.

   The Array Class. Our examples have already shown the Array class, and
its use is fairly obvious.  For many applications, it will fill all
your needs--when you need an array in a new class, you keep an instance
variable, allocate a new Array and assign it to the variable, and then
send array accesses via the instance variable.

   This technique even works for string-like objects, although it is
wasteful of storage.  An Array object uses a Smalltalk pointer for each
slot in the array; its exact size is transparent to the programmer, but
you can generally guess that it'll be roughly the word size of your
machine.  (1) For storing an array of characters, therefore, an Array
works but is inefficient.

   Arrays at a Lower Level. So let's step down to a lower level of data
structure.  A ByteArray is much like an Array, but each slot holds only
an integer from 0 to 255-and each slot uses only a byte of storage.  If
you only needed to store small quantities in each array slot, this
would therefore be a much more efficient choice than an Array.  As you
might guess, this is the type of array which a String uses.

   Aha!  But when you go back to chapter 9 and look at the Smalltalk
hierarchy, you notice that String does not inherit from ByteArray.  To
see why, we must delve down yet another level, and arrive at the basic
methods for creating a class.

   For most example classes, we've used the message:
            subclass:
            instanceVariableNames:
            classVariableNames:
            poolDictionaries:
            category:

   But when we implemented our CheckedArray example, we used
`variableSubclass:' instead of just `subclass:'.  The choice of these
two kinds of class creation (and two more we'll show shortly) defines
the fundamental structure of Smalltalk objects created within a given
class.  Let's consider the differences in the next sub-sections.

   subclass:.  This kind of class creation specifies the simplest
Smalltalk object.  The object consists only of the storage needed to
hold the instance variables.  In C, this would be a simple structure
with zero or more scalar fields.(2).

   variableSubclass:.  All the other types of class are a superset of a
`subclass:'.  Storage is still allocated for any instance variables,
but the objects of the class must be created with a `new:' message.
The number passed as an argument to `new:' causes the new object, in
addition to the space for instance variables, to also have that many
slots of unnamed (indexed) storage allocated.  The analog in C would be
to have a dynamically allocated structure with some scalar fields,
followed at its end by a array of pointers.

   variableByteSubclass:.  This is a special case of
`variableSubclass:'; the storage age allocated as specified by new: is
an array of bytes.  The analog in C would be a dynamically allocated
structure with scalar fields(3), followed by a array of `char'.

   variableWordSubclass:.  Once again, this is a special case of
`variableSubclass:'; the storage age allocated as specified by new: is
an array of C signed longs, which are represented in Smalltalk by
Integer objects.  The analog in C would be a dynamically allocated
structure with scalar fields, followed by an array of `long'.  This
kind of subclass is only used in a few places in Smalltalk.

   Accessing These New Arrays. You already know how to access instance
variables--by name.  But there doesn't seem to be a name for this new
storage.  The way an object accesses it is to send itself array-type
messages like `at:', `at:put:', and so forth.

   The problem is when an object wants to add a new level of
interpretation to the at: and at:put: messages.  Consider a
Dictionary--it is a `variableSubclass:' type of object, but its `at:'
message is in terms of a key, not an integer index of its storage.
Since it has redefined the `at:' message, how does it access its
fundamental storage?

   The answer is that Smalltalk has defined `basicAt:' and
`basicAt:put:', which will access the basic storage even when the `at:'
and `at:put:' messages have been defined to provide a different
abstraction.

   An Example.  This can get pretty confusing in the abstract, so let's
do an example to show how it's pretty simple in practice.  Smalltalk
arrays tend to start at 1; let's define an array type whose permissible
range is arbitrary.

        ArrayedCollection variableSubclass: 'RangedArray'
            instanceVariableNames: 'base'
            classVariableNames: ''
            poolDictionaries: ''
            category: nil !
        RangedArray comment: 'I am an Array whose base is arbitrary' !
        !RangedArray class methodsFor: 'creation'!
        new
            ^self error: 'Use new:base:'
        !
        new: size
            ^self new: size base: 1
        !
        new: size base: b
            ^(super new: size) init: b
        ! !
        !RangedArray methodsFor: 'init'!
        init: b
            base := (b - 1).   "- 1 because basicAt: works with a 1 base"
            ^self
        ! !
        !RangedArray methodsFor: 'basic'!
        rangeCheck: i
            ((i <= base) | (i > (base + (self basicSize)))) ifTrue: [
                'Bad index value: ' printOn: stderr.
                i printOn: stderr.
                (Character nl) printOn: stderr.
                ^self error: 'illegal index'
            ]
        !
        at: i
            self rangeCheck: i.
            ^self basicAt: (i-base)
        !
        at: i put: v
            self rangeCheck: i.
            ^self basicAt: (i-base) put: v
        ! !

   The code has two parts; an initialization, which simply records what
index you wish the array to start with, and the at: messages, which
adjust the requested index so that the underlying storage receives its
1-based index instead.  We've included a range check; its utility will
demonstrate itself in a moment:
        Smalltalk at: #a put: (RangedArray new: 10 base: 5) !
        a at: 5 put: 0 !
        a at: 4 put: 1 !

   Since 4 is below our base of 5, a range check error occurs.  But
this check can catch more than just our own misbehavior!

        a do: [:x| x printNl] !

   Our do: message handling is broken!  The stack backtrace pretty much
tells the story:

        RangedArray>>#rangeCheck:
        RangedArray>>#at:
        RangedArray>>#do:

   Our code received a do: message.  We didn't define one, so we
inherited the existing do: handling.  We see that an Integer loop was
constructed, that a code block was invoked, and that our own at: code
was invoked.  When we range checked, we trapped an illegal index.  Just
by coincidence, this version of our range checking code also dumps the
index.  We see that do: has assumed that all arrays start at 1.

        The immediate fix is obvious; we implement our own do:
        !RangedArray methodsFor: 'basic'!
        do: aBlock
            1 to: (self basicSize) do: [:x|
                aBlock value: (self basicAt: x)
            ]
        ! !

   But the issues start to run deep.  If our parent class believed that
it knew enough to assume a starting index of 1(4), why didn't it also
assume that it could call basicAt:?  The answer is that of the two
choices, the designer of the parent class chose the one which was less
likely to cause trouble; in fact all standard Smalltalk collections do
have indices starting at 1, yet not all of them are implemented so that
calling basicAt: would work.(5)

   Object-oriented methodology says that one object should be entirely
opaque to another.  But what sort of privacy should there be between a
higher class and its subclasses?  How many assumption can a subclass
make about its superclass, and how many can the superclass make before
it begins infringing on the sovereignty of its subclasses?  Alas, there
are rarely easy answers.

   Basic Allocation.  In this chapter, we've seen the fundamental
mechanisms used to allocate and index storage.  When the storage need
not be accessed with peak efficiency, you can use the existing array
classes.  When every access counts, having the storage be an integral
part of your own object allows for the quickest access.  When you move
into this area of object development, inheritance and polymorphism
become trickier; each level must coordinate its use of the underlying
array with other levels.

   ---------- Footnotes ----------

   (1) For GNU Smalltalk, the size of a C `long', which is usually 32
bits.

   (2) C requires one or more; zero is allowed in Smalltalk

   (3) This is not always true for other Smalltalk implementations, who
don't allow instance variables in variableByteSubclasses and
variableWordSubclasses.

   (4) Actually, in GNU Smalltalk `do:' is not the only message
assuming that.

   (5) Some of these classes actually redefine `do:' for performance
reasons, but they would work even if the parent class' implementation
of `do:' was kept.


File: gst.info,  Node: Two flavors of equality,  Next: Why is #new there?!?,  Prev: Inside Arrays,  Up: Behind the scenes

Two flavors of equality
-----------------------

   As first seen in chapter two, Smalltalk keys its dictionary with
things like #word, whereas we generally use 'word'.  The former, as it
turns out, is from class Symbol.  The latter is from class String.
What's the real difference between a Symbol and a String?  To answer
the question, we'll use an analogy from C.

   In C, if you have a function for comparing strings, you might try to
write it:
        streq(char *p, char *q)
        {
            return (p == q);
        }

   But clearly this is wrong!  The reason is that you can have two
copies of a string, each with the same contents but each at its own
address.  A correct string compare must walk its way through the
strings and compare each element.

   In Smalltalk, exactly the same issue exists, although the details of
manipulating storage addresses are hidden.  If we have two Smalltalk
strings, both with the same contents, we don't necessarily know if
they're at the same storage address.  In Smalltalk terms, we don't know
if they're the same object.

   The Smalltalk dictionary is searched frequently.  To speed the
search, it would be nice to not have to compare the characters of each
element, but only compare the address itself.  To do this, you need to
have a guarantee that all strings with the same contents are the same
object.  The String class, created like:
        y := 'Hello' !

   does not satisfy this.  Each time you execute this line, you may
well get a new object.  But a very similar class, Symbol, will always
return the same object:
        y := #Hello !

   In general, you can use strings for almost all your tasks.  If you
ever get into a performance-critical function which looks up strings,
you can switch to Symbol.  It takes longer to create a Symbol, and the
memory for a Symbol is never freed (since the class has to keep tabs on
it indefinitely to guarantee it continues to return the same object).
You can use it, but use it with care.

   This tutorial has generally used the strcmp()-ish kind of checks for
equality.  If you ever need to ask the question "is this the same
object?", you use the `==' operator instead of `=':
        Smalltalk at: #x put: 0 !
        Smalltalk at: #y put: 0 !
        x := 'Hello' !
        y := 'Hello' !
        (x = y) printNl !
        (x == y) printNl !
        y := 'Hel', 'lo' !
        (x = y) printNl !
        (x == y) printNl !
        x := #Hello !
        y := #Hello !
        (x = y) printNl !
        (x == y) printNl !

   Using C terms, `=' compares contents like `strcmp()'.  `==' compares
storage addresses, like a pointer comparison.


File: gst.info,  Node: Why is #new there?!?,  Next: Performance,  Prev: Two flavors of equality,  Up: Behind the scenes

The truth about metaclasses
---------------------------

   Everybody, sooner or later, looks for the implementation of the
`#new' method in Object class.  To their surprise, they don't find it;
if they're really smart, they search for implementors of #new in the
image and they find out it is implemented by `Behavior'... which turns
out to be a subclass of Object!  The truth starts showing to their eyes
about that sentence that everybody says but few people understand:
"classes are objects".

   Huh? Classes are objects?!? Let me explain.

   Open up an image; then type the text following the `st>' prompt.

         st> Set superclass!
         HashedCollection
     
         st> HashedCollection superclass!
         Collection
     
         st> Collection superclass!
         Object
     
         st> Object superclass!
         nil

   Nothing new for now.  Let's try something else:

         st> #(1 2 3) class!
         Array
     
         st> '123' class!
         String
     
         st> Set class!
         Set class
     
         st> Set class class!
         Metaclass

   You get it, that strange `Set class' thing is something called "a
meta-class"... let's go on:

         st> ^Set class superclass!
         Collection class
     
         st> ^Collection class superclass!
         Object class

   You see, there is a sort of `parallel' hierarchy between classes and
metaclasses.  When you create a class, Smalltalk creates a metaclass;
and just like a class describes how methods for its instances work, a
metaclass describes how class methods for that same class work.

   `Set' is an instance of the metaclass, so when you invoke the `#new'
class method, you can also say you are invoking an instance method
implemented by `Set class'.  Simply put, class methods are a lie:
they're simply instance methods that are understood by instances of
metaclasses.

   Now you would expect that `Object class superclass' answers `nil
class', that is `UndefinedObject'.  Yet you saw that `#new' is not
implemented there... let's try it:

         st> ^Object class superclass!
         Class

   Uh?!? Try to read it aloud: the `Object class' class inherits from
the `Class' class.  `Class' is the abstract superclass of all
metaclasses, and provides the logic that allows you to create classes
in the image.  But it is not the termination point:

         st> ^Class superclass!
         ClassDescription
     
         st> ^ClassDescription superclass!
         Behavior
     
         st> ^Behavior superclass!
         Object

   Class is a subclass of other classes.  `ClassDescription' is
abstract; `Behavior' is concrete but lacks the methods and state that
allow classes to have named instance variables, class comments and
more.  Its instances are called _light-weight_ classes because they
don't have separate metaclasses, instead they all share `Behavior'
itself as their metaclass.

   Evaluating `Behavior superclass' we have worked our way up to class
Object again:  Object is the superclass of all instances as well as all
metaclasses.  This complicated system is extremely powerful, and allows
you to do very interesting things that you probably did without
thinking about it--for example, using methods such as `#error:' or
`#shouldNotImplement' in class methods.

   Now, one final question and one final step: what are metaclasses
instances of?  The question makes sense: if everything has a class,
should not metaclasses have one?

   Evaluate the following:

         st> | meta |
         st> meta := Set class
         st> 0 to: 4 do: [ :i |
         st>     i timesRepeat: [ Transcript space ].
         st>     meta printNl.
         st>     meta := meta class.
         st> ]!
         Set class
          Metaclass
           Metaclass class
            Metaclass
             Metaclass class
         0

   If you send `#class' repeatedly, it seems that you end up in a loop
made of class `Metaclass'(1) and its own metaclass, `Metaclass class'.
It looks like class Metaclass is an instance of an instance of itself.

   To understand the role of `Metaclass', it can be useful to know that
the class creation is implemented there.  Think about it.

   * `Random class' implements creation and initialization of its
     instances' random number seed; analogously, `Metaclass class'
     implements creation and initialization of its instances, which are
     metaclasses.

   * And `Metaclass' implements creation and initialization of its
     instances, which are classes (subclasses of `Class').

   The circle is closed.  In the end, this mechanism implements a
clean, elegant and (with some contemplation) understandable facility
for self-definition of classes.  In other words, it is what allows
classes to talk about themselves, posing the foundation for the
creation of browsers.

   ---------- Footnotes ----------

   (1) Which turns out to be another subclass of `ClassDescription'.


File: gst.info,  Node: Performance,  Prev: Why is #new there?!?,  Up: Behind the scenes

The truth of Smalltalk performance
----------------------------------

   Everybody says Smalltalk is slow, yet this is not completely true for
at least three reasons.  First, most of the time in graphical
applications is spent waiting for the user to "do something", and most
of the time in scripting applications (which GNU Smalltalk is
particularly well versed in) is spent in disk I/O; implementing a
travelling salesman problem in Smalltalk would indeed be slow, but for
most real applications you can indeed exchange performance for
Smalltalk's power and development speed.

   Second, Smalltalk's automatic memory management is faster than C's
manual one.  Most C programs are sped up if you relink them with one of
the garbage collecting systems available for C or C++.

   Third, even though very few Smalltalk virtual machines are as
optimized as, say, the Self environment (which reaches half the speed
of optimized C!), they do perform some optimizations on Smalltalk code
which make them run many times faster than a naive bytecode
interpreter.  Peter Deutsch, who among other things invented the idea
of a just-in-time compiler like those you are used to seeing for
Java(1), once observed that implementing a language like Smalltalk
efficiently requires the implementor to cheat...  but that's okay as
long as you don't get caught.  That is, as long as you don't break the
language semantics.  Let's look at some of these optimizations.

   For certain frequently used 'special selectors', the compiler emits a
send-special-selector bytecode instead of a send-message bytecode.
Special selectors have one of three behaviors:

   * A few selectors are assigned to special bytecode solely in order to
     save space.  This is the case for `#do:' for example.

   * Three selectors (`#at:', `#at:put:', `#size') are assigned to
     special bytecodes because they are subject to a special caching
     optimization.  These selectors often result in calling a virtual
     machine primitive, so GNU Smalltalk remembers which primitve was
     last called as the result of sending them.  If we send `#at:' 100
     times for the same class, the last 99 sends are directly mapped to
     the primitive, skipping the method lookup phase.

   * For some pairs of receiver classes and special selectors, the
     interpreter never looks up the method in the class; instead it
     swiftly executes the same code which is tied to a particular
     primitive.  Of course a special selector whose receiver or
     argument is not of the right class to make a no-lookup pair is
     looked up normally.

   No-lookup methods do contain a primitive number specification,
`<primitive: xx>', but it is used only when the method is reached
through a `#perform:...' message send.  Since the method is not
normally looked up, deleting the primitive name specification cannot in
general prevent this primitive from running.  No-lookup pairs are
listed below:

`Integer'/`Integer'       for     `+ - * =  ~=  >  <  >=  <='
`Float'/`Integer'                 
`Float'/`Float'                   
`Integer'/`Integer'       for     `//  \\     bitOr:  bitShift:  bitAnd:'
Any pair of objects       for     `==  isNil  notNil  class'
BlockClosure              for     `value value: blockCopy:'(2)

   Other messages are open coded by the compiler.  That is, there are
no message sends for these messages--if the compiler sees blocks
without temporaries and with the correct number of arguments at the
right places, the compiler unwinds them using jump bytecodes, producing
very efficient code.  These are:

       to:by:do: if the second argument is an integer literal
       to:do:
       timesRepeat:
       and:, or:
       ifTrue:ifFalse:, ifFalse:ifTrue:, ifTrue:, ifFalse:
       whileTrue:, whileFalse:

   Other minor optimizations are done.  Some are done by a peephole
optimizer which is ran on the compiled bytecodes.  Or, for example,
when GNU Smalltalk pushes a boolean value on the stack, it
automatically checks whether the following bytecode is a jump (which is
a common pattern resulting from most of the open-coded messages above)
and combines the execution of the two bytecodes.  All these snippets
can be optimized this way:

       1 to: 5 do: [ :i | ... ]
       a < b and: [ ... ]
       myObject isNil ifTrue: [ ... ]

   That's all.  If you want to know more, look at the virtual machine's
source code in `libgst/interp-bc.inl' and at the compiler in
`libgst/comp.c'.

   ---------- Footnotes ----------

   (1) And like the one that GNU Smalltalk includes as an experimental
feature.

   (2) You won't ever send this message in Smalltalk programs.  The
compiler uses it when compiling blocks.


File: gst.info,  Node: And now,  Next: The syntax,  Prev: Behind the scenes,  Up: Tutorial

Some final words
================

   The question is always how far to go in one document.  At this
point, you know how to create classes.  You know how to use
inheritance, polymorphism, and the basic storage management mechanisms
of Smalltalk.  You've also seen a sampling of Smalltalk's powerful
classes.  The rest of this chapter simply points out areas for further
study; perhaps a newer version of this document might cover these in
further chapters.

Viewing the Smalltalk Source Code
     Lots of experience can be gained by looking at the source code for
     system methods; all of them are visible: data structure classes,
     the innards of the magic that makes classes be themselves objects
     and have a class, a compiler written in Smalltalk itself, the
     classes that implement the Smalltalk GUI and those that wrap
     sockets and TCP/IP.

Other Ways to Collect Objects
     We've seen Array, ByteArray, Dictionary, Set, and the various
     streams.  You'll want to look at the Bag, OrderedCollection, and
     SortedCollection classes.  For special purposes, you'll want to
     examine the CObject and CType hierarchies.

Flow of Control
     GNU Smalltalk has support for non-preemptive multiple threads of
     execution.  The state is embodied in a Process class object;
     you'll also want to look at the Semaphore and ProcessorScheduler
     class.

Smalltalk Virtual Machine
     GNU Smalltalk is implemented as a virtual instruction set.  By
     invoking GNU Smalltalk with the `-d' option, you can view the byte
     opcodes which are generated as files on the command line are
     loaded.  Similarly, running GNU Smalltalk with `-e' will trace the
     execution of instructions in your methods.

     You can look at the GNU Smalltalk source to gain more information
     on the instruction set.  With a few modifications, it is based on
     the set described in the canonical book from two of the original
     designers of Smalltalk: Smalltalk-80: The Language and its
     Implementation, by Adele Goldberg and David Robson.

Where to get Help
     The Usenet comp.lang.smalltalk newsgroup is read by many people
     with a great deal of Smalltalk experience.  There are several
     commercial Smalltalk implementations; you can buy support for
     these, though it isn't cheap.  For the GNU Smalltalk system in
     particular, you can try the mailing list at:
             help-smalltalk@gnu.org

     No guarantees, but the subscribers will surely do their best!


File: gst.info,  Node: The syntax,  Prev: And now,  Up: Tutorial

A Simple Overview of Smalltalk Syntax
=====================================

   Smalltalk's power comes from its treatment of objects.  In this
document, we've mostly avoided the issue of syntax by using strictly
parenthesized expressions as needed.  When this leads to code which is
hard to read due to the density of parentheses, a knowledge of
Smalltalk's syntax can let you simplify expressions.  In general, if it
was hard for you to tell how an expression would parse, it will be hard
for the next person, too.

   The following presentation presents the grammar a couple of related
elements at a time.  We use an EBNF style of grammar.  The form:
        [ ...  ]

means that "..." can occur zero or one times.

        [ ...  ]*

means zero or more;

        [ ...  ]+

means one or more.

        ...  | ...  [ | ...  ]*

means that one of the variants must be chosen.  Characters in double
quotes refer to the literal characters.  Most elements may be separated
by white space; where this is not legal, the elements are presented
without white space between them.

methods: "!" id ["class"] "methodsFor:" string "!" [method "!"] "!"
     Methods are introduced by first naming a class (the id element),
     specifying "class" if you're adding class methods instead of
     instance methods, and sending a string argument to the methodsFor:
     message.  Each method is terminated with an "!"; two bangs in a
     row (with a space in the middle) signify the end of the new
     methods.

method: message [prim] [temps] exprs
message: id | binsel id | [keysel id]+
prim: "<" "primitive:" id ">"
temps: "|" [id]* "|"
     A method definition starts out with a kind of template.  The
     message to be handled is specified with the message names spelled
     out and identifiers in the place of arguments.  A special kind of
     definition is the primitive; it has not been covered in this
     tutorial; it provides an interface to the underlying Smalltalk
     virtual machine.  temps is the declaration of local variables.
     Finally, exprs (covered soon) is the actual code for implementing
     the method.

unit: id | literal | block | arrayconstructor | "(" expr ")"
unaryexpr: unit [ id ]+
primary: unit | unaryexpr
     These are the "building blocks" of Smalltalk expressions.  A unit
     represents a single Smalltalk value, with the highest syntactic
     precedence.  A unaryexpr is simply a unit which receives a number
     of unary messages.  A unaryexpr has the next highest precedence.
     A primary is simply a convenient left-hand-side name for one of
     the above.

exprs: [expr "."]* [["^"] expr]
expr: [id ":="]* expr2
expr2: primary | msgexpr [ ";" cascade ]*
     A sequence of expressions is separated by dots and can end with a
     returned value (`^').  There can be leading assignments; unlike C,
     assignments apply only to simple variable names.  An expression is
     either a primary (with highest precedence) or a more complex
     message.  cascade does not apply to primary constructions, as they
     are too simple to require the construct.  Since all primary
     construct are unary, you can just add more unary messages:
             1234 printNl printNl printNl !

msgexpr: unaryexpr | binexpr | keyexpr
     A complex message is either a unary message (which we have already
     covered), a binary message (`+', `-', and so forth), or a keyword
     message (`at:', `new:', ...) Unary has the highest precedence,
     followed by binary, and keyword messages have the lowest
     precedence.  Examine the two versions of the following messages.
     The second have had parentheses added to show the default
     precedence.
             myvar at: 2 + 3 put: 4
             mybool ifTrue: [ ^ 2 / 4 roundup ]
          
             (myvar at: (2 + 3) put: (4))
             (mybool ifTrue: ([ ^ (2 / (4 roundup)) ]))

cascade: id | binmsg | keymsg
     A cascade is used to direct further messages to the same object
     which was last used.  The three types of messages ( id is how you
     send a unary message) can thus be sent.

binexpr: primary binmsg [ binmsg ]*
binmsg: binsel primary
binsel: selchar[selchar]
     A binary message is sent to an object, which primary has
     identified.  Each binary message is a binary selector, constructed
     from one or two characters, and an argument which is also provided
     by a primary.
             1 + 2 - 3 / 4

     which parses as:
             (((1 + 2) - 3) / 4)

keyexpr: keyexpr2 keymsg
keyexpr2: binexpr | primary
keymsg: [keysel keyw2]+
keysel: id":"
     Keyword expressions are much like binary expressions, except that
     the selectors are made up of identifiers with a colon appended.
     Where the arguments to a binary function can only be from primary,
     the arguments to a keyword can be binary expressions or primary
     ones.  This is because keywords have the lowest precedence.

block: "[" [[":" id]* "|" ] [temps] exprs "]"
     A code block is square brackets around a collection of Smalltalk
     expressions.  The leading ": id" part is for block arguments.
     Note that it is possible for a block to have temporary variables
     of its own.

arrayconstructor: "{" exprs "}"
     Not covered in this tutorial, this syntax allows to create arrays
     whose values are not literals, but are instead evaluated at
     run-time.  Compare `#(a b)', which results in an Array of two
     symbols `#a' and `#b', to `{a. b+c}' which results in an Array
     whose two elements are the contents of variable `a' and the result
     of summing `c' to `b'.

literal: number | string | charconst | symconst | arrayconst | binding
arrayconst: "#" array | "#" bytearray
bytearray: "[" [number]* "]"
array: "(" [literal | array | bytearray | arraysym | ]* ")"
number: [[dig]+ "r"] ["-"] [alphanum]+ ["." [alphanum]+] [exp ["-"][dig]+].
string: "'"[char]*"'"
charconst: "$"char
symconst: "#"symbol | "#"string
arraysym: [id | ":"]*
exp: "d" | "e" | "q" | "s"
     We have already shown the use of many of these constants.
     Although not covered in this tutorial, numbers can have a base
     specified at their front, and a trailing scientific notation.  We
     have seen examples of character, string, and symbol constants.
     Array constants are simple enough; they would look like:
             Smalltalk at: #a put: #(1 2 'Hi' $x $Hello 4 26r5H) !

     There are also ByteArray constants, whose elements are constrained
     to be integers between 0 and 255; they would look like:
             Smalltalk at: #a put: #[1 2 34 16r8F 26r3H 253] !

     Finally, there are three types of floating-point constants with
     varying precision (the one with the `e' being the less precise,
     followed by `d' and `q'), and scaled-decimal constants for a
     special class which does exact computations but truncates
     comparisons to a given number of decimals.  For example, `1.23s4'
     means "the value `1.23', with four significant decimal digits".

binding: "#{" [id "."]* id "}"
     This syntax has not been used in the tutorial, and results in an
     Association literal (known as a "variable binding") tied to the
     class that is named between braces.  For example, `#{Class} value'
     is the same as `Class'.  The dot syntax is required for supporting
     namespaces: `#{Smalltalk.Class}' is the same as `Smalltalk
     associationAt: #Class', but is resolved at compile-time rather
     than at run-time.

symbol: id | binsel | keysel[keysel]*
     Symbols are mostly used to represent the names of methods.  Thus,
     they can hold simple identifiers, binary selectors, and keyword
     selectors:
             #hello
             #+
             #at:put:

id: letter[letter|dig]*
selchar: "+" | "-" | "*" | "/" | "~" | "|" | "," |
"<" | ">" | "=" | "&" | "'' | "?" | "\" | "%"
alphanum: "0".."9" | "A".."Z"
dig: "0".."9"
     These are the categories of characters and how they are combined
     at the most basic level.  selchar simply lists the characters
     which can be combined to name a binary message (binary messages
     including a question mark are almost never used).



File: gst.info,  Node: Future,  Prev: Tutorial,  Up: Top

Future directions for GNU Smalltalk
***********************************

   Presented below is the set of tasks that I feel need to be performed
to make GNU Smalltalk a more fully functional, viable system.  They are
presented in no particular order; other tasks are listed in the `TODO'
file, in the main distribution directory.

   I would _very much_ welcome any volunteers who would like to help
with the implementation of one or more of these tasks.  Please write at
help-smalltalk@gnu.org if you are interested in adding your efforts to
the GNU Smalltalk project.

   Tasks:
   * Port software to GNU Smalltalk.  The class library has proven to
     be quite robust; it should be easy to port packages (especially
     free ones!) to GNU Smalltalk if the source dialect is reasonably
     ANSI-compliant.  One area which might give problems is namespaces,
     which is not standardized, and possibly exception handling for
     which most dialects have been cooking their own syntax for years.

   * Port to other computers/operating systems.  The code thus far has
     shown itself to be relatively portable to various machines and Unix
     derivatives.  The architecture must support 32 or 64 bit pointers
     the same size as a long integers; in addition, the operating
     system had better be advanced enough to support asynchronous file
     polling and explicit allocation of virtual memory address ranges.

   * Modify the Delay class primitive so that it does not fork a new
     process each time it is called when `setitimer' or a similar
     function call is not available; this involves using a pipe.  I
     want to do it somewhen, but if you do it before me, please tell me.

   * Improve the memory manager.  The current one works, but it's not so
     cunning and does not scale at all when there are many small
     objects.  We really should use multiple heaps each with its own
     OOP table, and/or use memory locks to implement write barriers for
     a true generational GC.

   * Port Blox to GTK+.

   * More ideas are sketched in the `TODO' file, in the main
     distribution directory.



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