oop - Why is the C++ STL is so heavily based on templates? (and not
on *interfaces*)
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I mean, aside from its obligating name
(the Standard Template
Library)...
C++ initially intended to
present OOP concepts into C. That is: you could tell what a specific entity could and
couldn't do (regardless of how it does it) based on its class and class hierarchy. Some
compositions of abilities are more difficult to describe in this manner due to the
problematics of multiple inheritance, and the fact that C++ supports the concept of
interfaces in a somewhat clumsy way (compared to java, etc), but it's there (and could
be improved).
And then templates came into play,
along with the STL. The STL seemed to take the classical OOP concepts and flush them
down the drain, using templates instead.
There
should be a distinction between cases when templates are used to generalize types where
the types themeselves are irrelevant for the operation of the template (containers, for
examples). Having a vector
makes perfect
sense.
However, in many other cases (iterators
and algorithms), templated types are supposed to follow a "concept" (Input Iterator,
Forward Iterator, etc...) where the actual details of the concept are defined entirely
by the implementation of the template function/class, and not by the class of the type
used with the template, which is a somewhat anti-usage of
OOP.
For example, you can tell the
function:
void
MyFunc(ForwardIterator<...>
*I);
Update:
As it was unclear in the original question, ForwardIterator is ok to be templated itself
to allow any ForwardIterator type. The contrary is having ForwardIterator as a
concept.
expects a Forward Iterator only by
looking at its definition, where you'd need either to look at the implementation or the
documentation for:
template
void MyFunc(Type
*I);
Two
claims I can make in favor of using templates: compiled code can be made more efficient,
by tailor-compiling the template for each used type, instead of using vtables. And the
fact that templates can be used with native
types.
However, I am looking for a more profound
reason why abandoning classical OOP in favor of templating for the STL? (Assuming you
read that far :P)
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The short
answer is "because C++ has moved on". Yes, back in the late 70's, Stroustrup intended to
create an upgraded C with OOP capabilities, but that is a long time ago. By the time the
language was standardized in 1998, it was no longer an OOP language. It was a
multi-paradigm language. It certainly had some support for OOP code, but it also had a
turing-complete template language overlaid, it allowed compile-time metaprogramming, and
people had discovered generic programming. Suddenly, OOP just didn't seem all that
important. Not when we can write simpler, more concise and more
efficient code by using techniques available through templates and generic
programming.
OOP is not the holy grail. It's a
cute idea, and it was quite an improvement over procedural languages back in the 70's
when it was invented. But it's honestly not all it's cracked up to be. In many cases it
is clumsy and verbose and it doesn't really promote reusable code or
modularity.
That is why the C++ community is
today far more interested in generic programming, and why everyone
are finally starting to realize that functional programming is quite clever as well. OOP
on its own just isn't a pretty
sight.
Try drawing a dependency graph
of a hypothetical "OOP-ified" STL. How many classes would have to know about each
others? There would be a lot of dependencies. Would you be able to
include just the vector
header, without also getting
iterator
or even iostream
pulled in?
The STL makes this easy. A vector knows about the iterator type it defines, and that's
all. The STL algorithms know nothing. They don't even need to
include an iterator header, even though they all accept iterators as parameters. Which
is more modular then?
The STL may not follow
the rules of OOP as Java defines it, but doesn't it achieve the
goals of OOP? Doesn't it achieve reusability, low coupling,
modularity and encapsulation?
And doesn't it
achieve these goals better than an OOP-ified version
would?
As for why the STL was adopted into the
language, several things happened that led to the
STL.
First, templates were added to C++. They
were added for much the same reason that generics were added to .NET. It seemed a good
idea to be able to write stuff like "containers of a type T" without throwing away type
safety. Of course, the implementation they settled on was quite a lot more complex and
powerful.
Then people discovered that
the template mechanism they had added was even more powerful than expected. And someone
started experimenting with using templates to write a more generic library. One inspired
by functional programming, and one which used all the new capabilities of
C++.
He presented it to the C++ language
committee, who took quite a while to grow used to it because it looked so strange and
different, but ultimately realized that it worked better than the traditional
OOP equivalents they'd have to include otherwise. So they made a few
adjustments to it, and adopted it into the standard
library.
It wasn't an ideological choice, it
wasn't a political choice of "do we want to be OOP or not", but a very pragmatic one.
They evaluated the library, and saw that it worked very well.
In any case, both of the reasons you mention
for favoring the STL are absolutely
essential.
The C++ standard library
has to be efficient. If it is less efficient than, say, the
equivalent hand-rolled C code, then people would not use it. That would lower
productivity, increase the likelihood of bugs, and overall just be a bad
idea.
And the STL
has to work with primitive types, because primitive types
are all you have in C, and they're a major part of both languages. If the STL did not
work with native arrays, it would be
useless.
Your
question has a strong assumption that OOP is "best". I'm curious to hear why. You ask
why they "abandoned classical OOP". I'm wondering why they should have stuck with it.
Which advantages would it have had?
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