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Two approaches to writing interfaces Interface projected from implementation: No separate interface Compiler extracts from implementation (CLU, Java class , Haskell) When code changes, must extract again Few cognitive


  1. Two approaches to writing interfaces Interface “projected” from implementation: • No separate interface • Compiler extracts from implementation (CLU, Java class , Haskell) • When code changes, must extract again • Few cognitive benefits Full interfaces: • Distinct file, separately compiled (Caml, Java interface , Modula, Ada) • Implementations can change independently • Full cognitive benefits

  2. ML module terminology Interface is a signature Implementation is a structure Generic module is a functor • A compile-time function over structures • The point: reuse without violating abstraction Structures and functors match signature Analogy: Signatures are the “types” of structures.

  3. Signature says what’s in a structure Specify types (w/kind), values (w/type), exceptions. Ordinary type examples: type t // abstract type, kind * eqtype t type t = ... // ’manifest’ type datatype t = ... Type constructors work too type ’a t // abstract, kind * => * eqtype ’a t type ’a t = ... datatype ’a t = ...

  4. Signature example: Ordering signature ORDERED = sig type t val lt : t * t -> bool val eq : t * t -> bool end

  5. Signature example: Integers signature INTEGER = sig eqtype int (* <-- ABSTRACT type *) val ˜ : int -> int val + : int * int -> int val - : int * int -> int val * : int * int -> int val div : int * int -> int val mod : int * int -> int val > : int * int -> bool val >= : int * int -> bool val < : int * int -> bool val <= : int * int -> bool val compare : int * int -> order val toString : int -> string val fromString : string -> int option end

  6. Implementations of integers A selection. . . structure Int :> INTEGER structure Int31 :> INTEGER (* optional *) structure Int32 :> INTEGER (* optional *) structure Int64 :> INTEGER (* optional *) structure IntInf :> INTEGER (* optional *)

  7. What about natural numbers? signature NATURAL = sig type nat (* abstract, NOT ’eqtype’ *) exception Negative exception BadDivisor val of_int : int -> nat val /+/ : nat * nat -> nat val /-/ : nat * nat -> nat val /*/ : nat * nat -> nat val sdiv : nat * int -> { quotient : nat, remainder : int } val compare : nat * nat -> order val decimals : nat -> int list end

  8. Signatures collect declarations signature QUEUE = sig type ’a queue (* another abstract type *) exception Empty val empty : ’a queue val put : ’a * ’a queue -> ’a queue val get : ’a queue -> ’a * ’a queue (* raises Empty *) (* LAWS: get(put(a, empty)) == (a, empty) ... *) end

  9. Structures collect definitions structure Queue :> QUEUE = struct (* opaque seal *) type ’a queue = ’a list exception Empty val empty = [] fun put (x,q) = q @ [x] fun get [] = raise Empty | get (x :: xs) = (x, xs) (* LAWS: get(put(a, empty)) == (a, empty) ... *) end

  10. Your turn! Signature for a stack structure Stack = struct type ’a stack = ’a list exception Empty val empty = [] val push = op :: fun pop [] = raise Empty | pop (top :: rest) = (top, rest) end

  11. Your turn! Signature for a stack signature STACK = sig type ’a stack exception Empty val empty : ’a stack val push : ’a * ’a stack -> ’a stack val pop : ’a stack -> ’a * ’a stack end

  12. Dot notation to access elements structure Queue :> QUEUE = struct type ’a queue = ’a list exception Empty val empty = [] fun put (q, x) = q @ [x] fun get [] = raise Empty | get (x :: xs) = (x, xs) end fun single (x:’a) : ’a Queue.queue = Queue.put(Queue.empty, x)

  13. What interface with what implementation? Maybe mixed together, extracted by compiler! • CLU, Haskell Maybe matched by name: • Modula-3, Modula-3, Ada Best: any interface with any implementation: • Java, Standard ML But: not “any”—only some matches are OK

  14. Signature Matching Well-formed structure Queue :> QUEUE = QueueImpl if principal signature of QueueImpl matches ascribed signature QUEUE : • Every type in QUEUE is in QueueImpl • Every exception in QUEUE is in QueueImpl • Every value in QUEUE is in QueueImp (type could be more polymorphic) • Every substructure matches, too (none here)

  15. Signature Ascription Ascription attaches signature to structure • Transparent Ascription: types are revealed structure strid : sig_exp = struct_exp This method is stupid and broken (legacy) (But it’s awfully convenient) • Opaque Ascription: types are hidden (“sealing”) structure strid :> sig_exp = struct_exp This method respects abstraction (And when you need to expose, can be tiresome) Slogan: “use the beak”

  16. Transparent Ascription Not recommended! Example: structure IntLT : ORDERED = struct type t = int val le = (op <) val eq = (op =) end Exposed: IntLT.t = int • Violates abstraction

  17. Opaque Ascription Recommended Example: structure Queue :> QUEUE = struct type ’a queue = ’a list exception Empty val empty = [] fun put (x, q) = q @ [x] fun get [] = raise Empty | get (x :: xs) = (x, xs) end Not exposed: 'a Queue.queue = 'a list • Respects abstraction

  18. How opaque ascription works Outside module, no access to representation • Protects invariants • Allows software to evolve • Type system limits interoperability Inside module, complete access to representation • Every function sees rep of every argument • Key distinction abstract type vs object

  19. Abstract data types and your homework Two-player games: • Abstraction not as crisp as “number” or “queue” Problems abstraction must solve: • Interact with human player via strings (accept moves, display progress) • Know whose turn it is • Handle special features like “extra moves” • Provide API for computer player Result: a very wide interface

  20. Abstraction design: Computer player Computer player should work with any game, provided • Up to two players • Complete information • Always terminates Brute force: exhaustive search Your turn! What does computer player need? • Types? • Exceptions? • Functions?

  21. Our computer player: AGS Any game has two key types: type config structure Move : sig type move ... (* string conversion, etc *) end Key functions use both types: val possmoves : config -> Move.move list val makemove : config -> Move.move -> config Multiple games with different config , move ? Yes! Using key feature of ML: functor

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