Charlie Calvert's C++ Builder Unleashed
- 21 -
Polymorphism
Overview
In this chapter, you will learn about an esoteric but important subject called
polymorphism. If you use object-oriented programming (OOP) but skip polymorphism,
you miss out on a key tool that yields robust, flexible architectures.
You don't need to understand polymorphism or much about objects to program in
BCB. However, if you want to be an expert BCB programmer and want to create components,
you should master this material.
In this chapter, I take you through several fairly simple programs designed to
illustrate key aspects of polymorphism. By the time you're done, you should understand
why the simple ability to assign a child object to a parent object is one of the
most important features of the entire C++ language.
Polymorphism from 20,000 Feet
Polymorphism can be confusing even to experienced OOP programmers. My explanation
of this subject starts with a high-level overview of the theoretical issues that
lie at the core of this field of study. The text then moves on to show some real-world
examples and finally comes back to a second take on the high-level overview. Don't
panic if you don't understand the information in the next few paragraphs right away.
I cover this material several times in several different ways, and by the time you
finish this chapter, all should be clear to you.
Polymorphism is a technique that allows you to set a parent object equal to one
or more of its child objects:
Parent = Child;
The interesting thing about this technique is that, after the assignment, the
parent acts in different ways, depending on the traits of the child that is currently
assigned to it. One object, the parent, therefore acts in many different ways--hence
the name "polymorphism," which translates literally from its Greek roots
to an English phrase similar to "many shapes."
NOTE: I find the words "assign"
and "equal" extremely tricky. If I'm speaking off the cuff and use the
word "assign" in three consecutive sentences, I will trip over myself for
sure! Because this seemingly simple subject is so tricky, I'm going to take a moment
to lay out some rules that you can reference while you're reading this chapter.
Consider the following code fragment:
Parent = Child;
In this simple statement, the child is assigned to its parent. The parent is not
assigned to its child. You could easily argue that this definition could be reversed,
but I do not take that approach in this chapter.
When referencing the preceding code fragment, I also say that the parent is set equal
to its child. The child is not set equal to its parent. Once again, you can argue
that this definition could be reversed, or that the action is reflexive. Throughout
this chapter, however, I consistently state that the preceding code sets a parent
equal to its child, and not a child equal to its parent.
Because these seemingly simple English phrases are so confusing, at least to me,
I try to illustrate exactly what I mean as often as possible. That is, I say the
statement in English, insert a colon, and then follow the English phrase with code
that provides an example of the meaning of my statement. I find the English phrases
ambiguous and confusing, but the code is starkly clear. Don't waste too much time
parsing the English; concentrate on the code!
The classic example of polymorphism is a series of objects, all of which do the
following:
- Descend from one base class
- Respond to a virtual command called Draw
- Produce different outcomes
For instance, you might have four objects called TRectangle, TEllipse,
TCircle, and TSquare. Suppose that each of these objects is a descendant
of a base class called TShape, and that TShape has a virtual method
called Draw. (This hypothetical TShape object is not necessarily
the one that appears on BCB's component palette.) All the children of TShape
also have Draw methods, but one draws a circle; one, a square; the next,
a rectangle; and the last, an ellipse. You could then assign any of these objects
to a variable of type TShape, and that TShape variable would act
differently after each assignment. That is, the object of type TShape would
draw a square if set equal to a TSquare object:
TShape *Shape = Square;
Shape->Draw(); // Draws a square.
It would draw an ellipse if set equal to a TEllipse object:
TShape *Shape = Ellipse;
Shape->Draw(); // Draws an ellipse;
and so on.
Notice that in both these cases the object that does the drawing is of type TShape.
In both cases, the same command of TShape is called. You would therefore
expect that a call to Shape->Draw() would always produce the same results.
Polymorphism puts the lie to this logic. It allows a method of an object to act in
many different ways. One object, called Shape, "morphs" from one
set of functionality to another, depending on the context of the call. That's polymorphism.
From a conceptual point of view, this description does much to explain what polymorphism
is all about. However, I still need to explain one key aspect.
According to the rules of OOP, you can pass all these objects to a single function
that takes an object of type TShape as a parameter. That single function
can call the Draw method of each of these objects, and each one will behave
differently:
void DrawIt(TShape *Shape)
{
Shape->Draw(); // TShape draws different shapes depending on "assignment"
}
void DoSomething()
{
TRectangle *Rectangle = new TRectangle();
TSquare *Square = new TSquare();
TEllipse *Ellipse = new TEllipse();
DrawIt(Rectangle); // Draws a rectangle
DrawIt(Square); // Draws a square
DrawIt(Ellipse); // Draws an ellipse
delete Rectangle;
delete Square;
delete Ellipse;
}
When you pass an object of type TRectangle to a function that takes a
TShape as a parameter, you are accessing the TRectangle object
through an object of type TShape. Or, if you look at the act of passing
a parameter from a slightly different angle, you're actually assigning a variable
of type TRectangle to a variable of type TShape:
Shape = Rectangle;
This assignment is the actual hub around which polymorphism revolves. Because
this assignment is legal, you can use an object of a single type yet have it behave
in many different ways: Once again, that's polymorphism.
NOTE: Grasping the idea behind polymorphism
is a bit like grasping the idea behind pointers. Many programmers have a hard time
understanding pointers when they first see them. Then, after a time, manipulating
pointers becomes as natural as tying their shoes. It no longer requires thought.
The same is true of polymorphism. The concept can seem quite opaque at first to many
programmers, and then they have a little epiphany. Then wham! Suddenly their coding
ability makes the same kind of huge jump forward that occurred when they learned
about pointers.
Polymorphism has the same relationship to OOP that pointers have to C or C++. People
might say they are C++ programmers, but if they don't understand pointers, they are
missing out on at least half of what the language has to offer. The same is true
of OOP and polymorphism. Many programmers claim to understand OOP, but if they don't
yet see what polymorphism is all about, they are missing at least half the power
of technology.
To fully understand the preceding few paragraphs, you have to grasp that children
of an object are assignment-compatible with their parents. Consider the following
declaration:
class TParent
{
}
class TChild: public TParent
{
}
Given these declarations, the following is legal:
{
TParent *Parent;
TChild *Child;
Parent = Child;
}
But this syntax is flagged as a type mismatch; that is, the compiler will complain
that it cannot convert a variable of type TParent* to TChild*:
{
TParent *Parent;
TChild *Child;
Child = Parent;
}
You can't set a child equal to a parent because the child is larger than its parent--that
is, it has more methods or fields--and therefore all its fields and methods will
not be filled out by the assignment. All other things being equal, you can build
a two-story building out of the pieces meant for a three-story building; but you
can't build a three-story building out of the pieces meant for a two-story building.
Consider the following hierarchy:
class TParent: public TObject
{
virtual void Draw();
};
class TChild: public TParent
{
virtual void Draw();
virtual void ShowHierarchy();
};
The issue here is that setting a child equal to a parent is not safe:
Child = Parent; // Don't do this!
If it were allowed, writing the following would be a disaster:
Child->ShowHierarchy();
In this hypothetical world, the call might compile, but it would fail at runtime
because Parent has no ShowHierarchy method; therefore, it could
not provide a valid address for the function at the time of the assignment operation.
I will return to this subject in the next section of this chapter.
If you set a parent equal to a child, all the features of the parent will be filled
out properly:
Parent = Child;
That is, all the functions of TParent are part of TChild, so
you can assign one to the other without fear of something going wrong. The methods
that are not part of TParent are ignored.
NOTE: When you're thinking about this
material, you need to be sure you are reading statements about assigning parents
to children correctly. Even if I manage to straighten out my grammar, nothing in
the English language makes totally clear which item in an assignment statement is
on the left and which is on the right. I could use the terms lvalue and
rvalue in this case, except that they don't quite fit. However, if you take
this description as an analogy, you can consider a child to be an rvalue
and a parent to be an lvalue. You can set a parent equal to a child:
Parent = Child;
but you can't set a child equal to a parent:
Child = Parent;
You literally can't do this. You get a type mismatch. The compiler replies "Cannot
convert TParent* to TChild." In this sense, Child
becomes like an rvalue in this one case. Even though assigning values to
Child is ultimately possible, you can't assign a Parent to it.
In this one case, it might as well be an rvalue.
To see this process in action, start a new project in the IDE, drop a button on the
form, and write the following code:
void __fastcall TForm1::Button1Click(TObject *Sender)
{
TForm *Form;
TComponent *Component;
Component = Form;
Form = Component;
}
The compiler will allow the first assignment but object to the second. This objection
occurs because TForm is a descendant of TComponent.
Another View of Polymorphism
Here's another way of looking at polymorphism. A base class defines a certain
number of functions that are inherited by all its descendants. If you assign a variable
of the child type to one of its parents, all the parent's methods are guaranteed
to be filled out with valid addresses. The issue here is that the child, by the very
fact of its being a descendant object, must have valid addresses for all the methods
used in its parent's virtual method table (VMT). As a result, you can call one of
these methods and watch as the child's functions get called. However, you cannot
call one of the child's methods that does not also belong to the parent. The parent
doesn't know about those methods, so the compiler won't let you call them. In other
words, the parent may be able to call some of the child's functions, but it is still
a variable of the parent type.
NOTE: A virtual method table, or VMT,
is a table maintained in memory by the compiler; it contains a list of all the pointers
to the virtual methods hosted by an object. If you have an object that is descended
from TObject, the VMT for that object will contain all the virtual methods
of that object, plus the virtual methods of TObject.
To help you understand this arrangement, picture the VMT for TParent.
It has a pointer to a Draw method in it, but no pointer to a ShowHierarchy
method. Therefore, an attempt to call its ShowHierarchy method would fail,
as would an attempt to fill out a TChild's ShowHierarchy through
an assignment with a TParent object.
Consider this schema:
Simplified VMT for Parent Simplified VMT for Child
StartTable StartTable
Draw ------------------------------ Draw
EndTable ShowHierarchy
EndTable
This schema shows a parent being set equal to a child. As you can see, the address
of the Draw method for the parent is assigned to the address for the Draw
method for the child. No ShowHierarchy method exists in the parent, so it
is ignored.
Here's what happens if you try to set the child equal to the parent:
Simplified VMT for Child Simplified VMT for Parent
StartTable StartTable
Draw ------------------------------ Draw
ShowHierarchy -------------------- ????
EndTable EndTable
As you can clearly see, no method pointer in the parent table can be assigned
to the ShowHierarchy method of the child table. Therefore, it is left blank,
which means a call to the ShowHierarchy method of the child almost certainly
fails.
Because the ShowHierarchy method cannot be filled out properly, assigning
TParent to TChild is illegal. In other words, it's not just a legal
technicality, it's a literal impossibility. You literally can't successfully assign
a parent to a child. You can, however, assign a child to a parent, and it's this
assignment that lies at the heart of polymorphism. For the sake of clarity, let me
spell it out. Here is the legal assignment:
Parent = Child;
Here is the illegal assignment:
Child = Parent;
Needless to say, I wouldn't be placing so much emphasis on this subject if it
were not vitally important. You simply won't really understand OOP unless you grasp
what has been said in the last few pages.
Virtual Methods and Polymorphism
If some of the methods in a base class are defined as virtual, each of the descendants
can redefine the implementation of these methods. The key elements that define a
typical case of polymorphism are a base class and the descendants that inherit a
base class's methods. In particular, the fanciest type of polymorphism involves virtual
methods that are inherited from a base class.
A classic example of polymorphism is evident if you examine the BCB VCL. All these
objects are descendants of a single base class called TObject; therefore,
they all inherit a virtual destructor. As a result, you can pass all the many hundreds
of BCB classes to a routine that takes a parameter of the same type as their base
class:
void FreeAllClasses(TObject O)
{
delete O;
}
You can pass any VCL object to the FreeAllClasses function, and the object
will be properly destroyed. The VirtualMethodTest program, shown in Listings 21.1
and 21.2, shows how this process works. You can also find this program on the CD
that comes with this book.
Listing 21.1. The header for the
VirtualMethodTest program.
///////////////////////////////////////
// Main.h
// VirtualMethodTest
// Copyright (c) 1997 by Charlie Calvert
//
#ifndef MainH
#define MainH
#include <vcl\Classes.hpp>
#include <vcl\Controls.hpp>
#include <vcl\StdCtrls.hpp>
#include <vcl\Forms.hpp>
class TParent
{
public:
TParent() {}
virtual __fastcall ~TParent()
{ ShowMessage("TParent Destructor"); }
virtual void Draw() {}
};
class TChild: public TParent
{
public:
TChild(): TParent() {}
virtual __fastcall ~TChild()
{ ShowMessage("TChild Destructor"); }
virtual void Draw() {}
virtual void ShowHierarchy() {}
};
class TForm1 : public TForm
{
__published:
TButton *RunTestBtn;
void __fastcall RunTestBtnClick(TObject *Sender);
private:
void FreeObjects(TParent *Parent);
public:
virtual __fastcall TForm1(TComponent* Owner);
};
extern TForm1 *Form1;
#endif
Listing 21.2. The main body of
the main form for the VirtualMethodTest program.
///////////////////////////////////////
// Main.cpp
// VirtualMethodTest
// Copyright (c) 1997 by Charlie Calvert
//
#include <vcl\vcl.h>
#pragma hdrstop
#include "Main.h"
#pragma resource "*.dfm"
TForm1 *Form1;
__fastcall TForm1::TForm1(TComponent* Owner)
: TForm(Owner)
{
}
void TForm1::FreeObjects(TParent *Parent)
{
delete Parent;
}
void __fastcall TForm1::RunTestBtnClick(TObject *Sender)
{
TParent *Parent = new TParent();
TChild *Child = new TChild();
FreeObjects(Parent);
FreeObjects(Child);
}
From a visual point of view, this program is very unexciting, as you can see from
a glance at Figure 21.1.
FIGURE
21.1. The main form of the VirtualMethodTest
program.
To put this program to work, you need to change the destructors for the TParent
and TChild objects so that they are sometimes declared as virtual and sometimes
declared as standard, non-virtual methods:
class TParent
{
public:
TParent() {}
virtual __fastcall ~TParent() { ShowMessage("TParent Destructor"); }
virtual void Draw() {}
};
class TParent
{
public:
TParent() {}
__fastcall ~TParent() { ShowMessage("TParent Destructor"); }
virtual void Draw() {}
};
In the first case, the destructor is declared as virtual, and in the second, it
is not declared as virtual. Notice that I do not make TParent descend from
TObject, because all VCL classes must have virtual destructors since TObject
itself declares its destructor as virtual.
When you do not declare the destructors as virtual, and you pass the objects to
the FreeObjects method, the destructor for TParent is called:
void TForm1::FreeObjects(TParent *Parent)
{
delete Parent;
}
If you declare both destructors as virtual, when you pass them to FreeObjects,
the destructor for TChild will be called, even though it is being called
off an instance of TParent.
If what I'm saying is not clear, start C++Builder and load the VirtualMethodTest
program so that you can watch this process in action. Run the program with the destructor
declared as virtual and then run it again without the virtual destructor declaration.
This material is extremely important. You simply cannot understand what OOP is all
about if you do not understand polymorphism.
Remember that passing a parameter to FreeAllClasses is analogous to an
assignment statement. In effect, you are writing
Parent = Parent;
Parent = Child;
You could not, however, write this:
void TForm1::FreeObjects(TChild *Child)
{
delete Child;
}
void __fastcall TForm1::Button1Click(TObject *Sender)
{
TParent *Parent = new TParent();
TChild *Child = new TChild();
FreeObjects(Parent);
FreeObjects(Child);
}
The issue, of course, is that by passing Parent to FreeAllClasses,
you are, in effect, asking BCB to make the following assignment:
Child = Parent;
BCB is kind enough to tell you that making this assignment is bad practice.
Every object in the VCL can use polymorphism to some degree because they all inherit
methods from TObject. In particular, they all inherit a virtual destructor.
Without this virtual destructor, the whole system would collapse. In particular,
the component array hosted by each form is iterated at closing time, and the destructor
of each object is called. Doing so would not be possible if the destructors of these
objects were not declared virtual. Or, rather, doing so would be possible, but the
objects themselves would not be properly destroyed. The reason for the failure is
illustrated clearly in the VirtualMethodTest program.
To help illustrate this point, I will implement the classic shape demo example
described earlier in this chapter. This program creates a parent object called TMyShape
and two child objects called TRectangle and TCircle. All three
of these objects have virtual methods called DrawShape. You can pass a single
instance of this object to a method declared as follows:
void TForm1::CallDrawShape(TMyShape *Shape)
{
Shape->DrawShape();
}
If you pass in an instance of TMyShape, then the TMyShape::DrawShape
method will be called, which is what you would expect. However, if you pass in either
a TRectangle or TCircle, then the respective DrawShape
methods of each object will be called, as shown in Figure 21.2.
FIGURE
21.2. The ClassicShapeDemo shows how one
object can behave in three different ways: on the left it draws a star, in the center
a circle, and on the right a square.
The TForm1::CallDrawShape method works with a variable of type TMyShape.
It has only one kind of object in it. It works only with variables of type TMyShape.
And yet if you pass both a TRectangle object and a TMyShape object
into it, one instance will call the DrawShape method of TRectangle
and the other will call the DrawShape method of TMyShape. This
example illustrates polymorphism in action. The concept here is so important that
I have placed this example on disk in a directory called ClassicShapeDemo
and show it in Listings 21.3 and 21.4.
Listing 21.3. The header for ClassicShapeDemo
shows how polymorphism looks in action.
///////////////////////////////////////
// Main.h
// Classic Shape Demo
// Copyright (c) 1997 by Charlie Calvert
//
#ifndef MainH
#define MainH
#include <vcl\Classes.hpp>
#include <vcl\Controls.hpp>
#include <vcl\StdCtrls.hpp>
#include <vcl\Forms.hpp>
#include <vcl\ExtCtrls.hpp>
class TMyShape: public TCustomControl
{
public:
virtual __fastcall TMyShape(TComponent *AOwner): TCustomControl(AOwner) {}
virtual __fastcall TMyShape(TComponent *AOwner, int X, int Y)
: TCustomControl(AOwner) { Width = 50; Height = 50; Left = X; Top = Y; }
virtual void DrawShape()
{ Canvas->Brush->Style = bsClear; Canvas->TextOut(0, 0, "*"); }
};
class TCircle: public TMyShape
{
public:
virtual __fastcall TCircle(TComponent *AOwner): TMyShape(AOwner) {}
virtual __fastcall TCircle(TComponent *AOwner, int X, int Y)
: TMyShape(AOwner) { Width = 50; Height = 50; Left = X; Top = Y; }
virtual void DrawShape()
{ Canvas->Brush->Color = clBlue; Canvas->Ellipse(0, 0, Width, Height); }
};
class TRectangle: public TMyShape
{
public:
virtual __fastcall TRectangle(TComponent *AOwner): TMyShape(AOwner) {}
virtual __fastcall TRectangle(TComponent *AOwner, int X, int Y)
: TMyShape(AOwner) { Width = 50; Height = 50; Left = X; Top = Y; }
virtual void DrawShape()
{ Canvas->Brush->Color = clLime; Canvas->Rectangle(0, 0, Width, Height); }
};
class TForm1 : public TForm
{
__published:
TButton *DrawShapesBtn;
TPanel *Panel1;
void __fastcall DrawShapesBtnClick(TObject *Sender);
private:
void TForm1::DrawShape(TMyShape *Shape);
public:
virtual __fastcall TForm1(TComponent* Owner);
};
extern TForm1 *Form1;
#endif
Listing 21.4. The main form for
the ClassicShapeDemo program.
///////////////////////////////////////
// Main.cpp
// Classic Shape Demo
// Copyright (c) 1997 by Charlie Calvert
//
#include <vcl\vcl.h>
#pragma hdrstop
#include "Main.h"
#pragma resource "*.dfm"
TForm1 *Form1;
__fastcall TForm1::TForm1(TComponent* Owner)
: TForm(Owner)
{
}
void TForm1::DrawShape(TMyShape *Shape)
{
Shape->DrawShape();
}
void __fastcall TForm1::DrawShapesBtnClick(TObject *Sender)
{
TMyShape *Shape = new TMyShape(Panel1, 10, 10);
Shape->Parent = Panel1;
TCircle *Circle = new TCircle(Panel1, 50, 10);
Circle->Parent = Panel1;
TRectangle *Rectangle = new TRectangle(Panel1, 140, 10);
Rectangle->Parent = Panel1;
DrawShape(Shape);
DrawShape(Circle);
DrawShape(Rectangle);
}
Most of the complexity of this example is a result of the default behavior of
VCL objects. Notice that TMyShape descends from TCustomControl.
I chose this lineage because TCustomControl has a Canvas object
ready for use by its consumers. I pay a price for this functionality, because I must
create a default constructor with the following signature if I want to suppress valid
compiler warnings:
virtual __fastcall TMyShape(TComponent *AOwner): TCustomControl(AOwner) {}
After I have declared this constructor, I can create a second constructor that
suits my own needs:
virtual __fastcall TMyShape(TComponent *AOwner, int X, int Y)
: TCustomControl(AOwner) { Width = 50; Height = 50; Left = X; Top = Y; }
Notice that this constructor gives the object a default height and width, and
also assigns values to its Left and Top fields. All these fields
are inherited from TCustomControl and must be filled out properly if you
want to draw the object on the screen.
NOTE: TCustomControl is one of
the objects from which you can make descendants if you want to create a component.
In fact, both of the examples shown here are valid components that could be placed
on the Component Palette with only a little more work. However, I will save a complete
explanation of TCustomControl for the next chapter of this book. For now,
all you need to know is that these fairly sophisticated objects come replete with
Left, Top, Width, and Height properties, as well
as an easy-to-use Canvas object.
When you create an instance of a VCL control, you need to give it both an owner
and a parent:
TCircle *Circle = new TCircle(Panel1, 50, 10);
Circle->Parent = Panel1;
This code assigns Panel1 as both the parent and owner of TCircle.
Panel1 is just a standard panel to serve as the drawing surface on which
the program paints its output.
After you declare constructor objects of type TMyShape, TRectangle,
and TCircle, the final step is to pass each of these objects to the CallDrawShape
method:
CallDrawShape(Shape);
CallDrawShape(Circle);
CallDrawShape(Rectangle);
When you look at it from this end, the fact that CallDrawShape would
produce different results depending on the type of object you pass into it makes
sense. However, if you look at the CallDrawShape method itself, the fact
that you can pass objects of different types to it is not at all obvious:
void TForm1::CallDrawShape(TMyShape *Shape)
{
Shape->DrawShape();
}
The odd thing about polymorphism is that you can make the assignment of an object
of type TRectangle to an object of type TMyShape. Once you understand
that you can do that, everything else falls out fairly naturally.
If you have any questions about what's going on in this code, run this program.
Step through it with the debugger. Do whatever is necessary to make sense of this
very important code. The key point to grasp is that one variable, called Shape,
which is of type TMyShape, behaves in three different ways. It's polymorphic--one
variable acting in different ways.
Polymorphism in the VCL
One place where BCB uses polymorphism heavily is with the TField objects
assigned to the Fields array in a TTable object. The objects in
the Fields array are of type TField, but they behave as if they
are of type TStringField, TIntegerField, TFloatField,
and so on. The issue, of course, is that variables of type TStringField
and TIntegerField can all be assigned to the Fields array because
you can assign a child object to a variable of its parent type:
Parent = Child;
Here is the declaration of the Fields property from the TDataSet
declaration in DB.hpp:
__property TField* Fields[int Index] = {read=GetField, write=SetField};
Clearly, this array of objects is of type TField. Suppose, however, that
you execute the following method in a simple program containing a TTable
object that's pointed to the Biolife table:
void __fastcall TForm1::bViewFieldTypesClick(TObject *Sender)
{
int i;
for (i = 0; i < Table1->FieldCount; i++)
{
ListBox1->Items->Add(Table1->Fields[i]->ClassName());
}
}
According to the declaration of the Fields object, the type of each of
the members of the Fields array should be TField. However, the
following is what actually gets printed in the program's list box, as you can see
in Figure 21.3.
TFloatField
TStringField
TStringField
TStringField
TFloatField
TFloatField
TMemoField
TGraphicField
Clearly, this isn't really an array of TField objects at all. So what's
going on anyway?
FIGURE
21.3. The PolyFields program shows how
polymorphism underlies key parts of the VCL.
Well, by now the answer should be clear. Somewhere internally, BCB is assigning
TStringField, TFloatField, TMemoField, and TGraphicField
objects to the members of the TField array. Why is this legal? Because setting
a parent object equal to a child object is always legal! In essence, the following
happens:
{
TField *Field;
TStringField *StringField;
Field = StringField; // This is legal!
}
Here is the hierarchy of some of the key TField descendants:
-TField
-TStringField
-TNumericField
-TSmallIntField
-TWordField
-TAutoIncField
-TFloatField
-TCurrencyField
-TBlobField
-TMemoField
-TGraphicField
Given this hierarchy, assigning a TStringField or TFloatField
object to a variable of type TField is always legal:
{
TField *Field[3];
TStringField *StringField;
TFloatField *FloatField;
TGraphicField *GraphicField;
Fields[0] = StringField; // legal!
Fields[1] = FloatField; // legal!
Fields[2] = GraphicField; // legal!
};
This point is so important that I'm going to include the source code for a program
called PolyFlds.mak that demonstrates the issue discussed in this section.
Listings 21.5 and 21.6 show this source code.
Listing 21.5. The PolyFields program
shows how BCB makes practical use of polymorphism.
#ifndef MainH
#define MainH
#include <vcl\Classes.hpp>
#include <vcl\Controls.hpp>
#include <vcl\StdCtrls.hpp>
#include <vcl\Forms.hpp>
#include <vcl\DBGrids.hpp>
#include "Grids.hpp"
#include <vcl\DBTables.hpp>
#include <vcl\DB.hpp>
class TForm1 : public TForm
{
__published:
TDBGrid *DBGrid1;
TButton *bViewFieldTypes;
TListBox *ListBox1;
TTable *Table1;
TDataSource *DataSource1;
void __fastcall bViewFieldTypesClick(TObject *Sender);
private:
public:
virtual __fastcall TForm1(TComponent* Owner);
};
extern TForm1 *Form1;
#endif
Listing 21.6. The main form for
the PolyFields program.
#include <vcl\vcl.h>
#pragma hdrstop
#include "Main.h"
#pragma link "Grids"
#pragma resource "*.dfm"
TForm1 *Form1;
__fastcall TForm1::TForm1(TComponent* Owner)
: TForm(Owner)
{
}
void __fastcall TForm1::bViewFieldTypesClick(TObject *Sender)
{
int i;
for (i = 0; i < Table1->FieldCount; i++)
{
ListBox1->Items->Add(Table1->Fields[i]->ClassName());
}
}
This sample program makes clear how important polymorphism is to BCB. The Fields
array of TTable is one of the key elements in all of BCB. And what lies
at the heart of the whole thing? Polymorphism!
Another important point to grasp here is that very little about BCB is mysterious.
If you work with Visual Basic or PowerBuilder, the only explanation for much of the
syntax is simply "because." Why does it work that way? Because! With BCB,
the explanation is never like that. You can find an explanation for everything in
BCB, and you can build any part of the VCL or the environment yourself by using BCB.
Remember: BCB is built into the VCL. You'll find no mysteries here. If you know
the language well enough, even the most esoteric parts of the VCL will make sense
to you. How can the Fields array be so powerful? How does it do those things?
Well, now you know the answer: It's polymorphic!
Polymorphism Encapsulated (Review
of Main Points)
I have, at long last, said all I want to say about polymorphism. The key points
to remember are these:
- You can set a parent equal to a child object, but you can't set a child equal
to a parent object:
Parent = Child; // Little set equal to big: OK
Child = Parent; // Big set equal to little: Doesn't work
- Setting a parent equal to a child object is what makes polymorphism tick.
- The defining elements in polymorphism are the methods of the parent object, particularly
those methods that are declared virtual. Even if you assign a child to a parent object
Parent = Child;
- the parent can't call methods of the child that are not also visible in the parent's
class declaration. For example, if you assign a TForm instance to a TObject
instance, you can't access the form's Caption property from the TObject
instance without a typecast.
The point is that you can take a whole slew of hierarchically arranged objects,
assign each of them to their parent, call a virtual method belonging to the parent,
and watch them all behave in different ways. Polymorphism!
For some readers, I'm sure this information is old hat. Other readers might be
new to the subject but have grasped it completely from the descriptions given already.
However, most readers probably still have some questions lingering in the backs of
their minds.
If you want, just reread the preceding sections as often as necessary. I know
from personal experience that as many as three out of four object-oriented programmers
don't really understand polymorphism. The subject, however, is not that complicated.
Concentrate on these two sentences:
Polymorphism allows you to set one variable of type TParent equal to a series
of child objects. When you call certain virtual methods of that parent, it will behave
in different ways, depending on the traits of the currently selected child.
That's a mouthful, but the concepts set forth are not impossible to comprehend.
So far, all the examples of polymorphism are very stripped-down programs that
contain only code directly relevant to the subject at hand. However, the real power
of polymorphism won't become clear until you work with a larger program that really
taps into the power of OOP. Unfortunately, the example I have for this kind of programming
really cries out to be implemented as a set of polymorphic components. Because I
have not yet described how to create components, I will have to delay showing you
this program until Chapter 23, "Creating Components from Scratch." In that
chapter, you will find a sample program called WareHouse that clearly illustrates
what polymorphism looks like in a large, and fairly practical, program.
Summary
In this chapter, you have tackled the complex subject of polymorphism. You saw
that polymorphism is built on the fact that OOP languages enable you to assign a
variable of type child to a variable declared to be of type parent. When you then
call a method of the parent type, it will go to the address of the child object's
methods. As a result, an object of type TParent, when assigned to four different
descendant objects, might react in four different ways. One object, many different
faces: polymorphism.
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