Civil Rights
Movements, leaders, victories and the continuing fight for equality.
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Movements, leaders, victories and the continuing fight for equality.
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Pioneers, champions, Negro Leagues, records, activism and excellence.
Meet the people whose lives, choices and achievements shaped the journey.
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Katherine Johnson’s mathematical calculations helped guide some of America’s most important early space missions while she confronted the racial and gender barriers faced by Black women in twentieth-century America.
MORE →Reflects the personal views, recollections, and perspective of the author, Mike Davis.
This is a personal recollection on the Move fire on May 13, 1985
In object-oriented programming, delegation refers to evaluating a member (property or method) of one object (the receiver) in the context of another original object (the sender). Delegation can be done explicitly, by passing the responsibilities of the sending object to the receiving object, which can be done in any object-oriented language; or implicitly, by the member lookup rules of the language, which requires language support for the feature. Implicit delegation is the fundamental method for behavior reuse in prototype-based programming, corresponding to inheritance in class-based programming. The best-known languages that support delegation at the language level are Self, which incorporates the notion of delegation through its notion of mutable parent slots that are used upon method lookup on self calls, and JavaScript; see JavaScript delegation.
The term delegation is also used loosely for various other relationships between objects; see delegation (programming) for more. Frequently confused concepts are simply using another object, more precisely referred to as consultation or aggregation; and evaluating a member on one object by evaluating the corresponding member on another object, notably in the context of the receiving object, which is more precisely referred to as forwarding (when a wrapper object doesn't pass itself to the wrapped object).[1][2][a] The delegation pattern is a software design pattern for implementing delegation, though this term is also used loosely for consultation or forwarding.
This sense of delegation as programming language feature making use of the method lookup rules for dispatching so-called self-calls was defined by Lieberman in his 1986 paper "Using Prototypical Objects to Implement Shared Behavior in Object-Oriented Systems".
Delegation is dependent upon dynamic binding, as it requires that a given method call can invoke different segments of code at runtime[citation needed]. It is used throughout macOS (and its predecessor NeXTStep) as a means of customizing the behavior of program components.[3] It enables implementations such as making use of a single OS-provided class to manage windows, because the class takes a delegate that is program-specific and can override default behavior as needed. For instance, when the user clicks the close box, the window manager sends the delegate a windowShouldClose: call, and the delegate can delay the closing of the window, if there is unsaved data represented by the window's contents.
Delegation can be characterized (and distinguished from forwarding) as late binding of self:[4]
... messages sent to the
self(orthis) variable in the parent will "come back" to the object that originally received the message.
That is, the self in a method definition in the receiving object is not statically bound to that object at definition time (such as compile time or when the function is attached to an object), but rather at evaluation time, it is bound to the original object.
It has been argued that delegation may in some cases be preferred to inheritance to make program code more readable and understandable.[5] Despite explicit delegation being fairly widespread, relatively few major programming languages implement delegation as an alternative model to inheritance. The precise relationship between delegation and inheritance is complicated; some authors consider them equivalent, or one a special case of the other.[6]
In languages that support delegation via method lookup rules, method dispatching is defined the way it is defined for virtual methods in inheritance: It is always the most specific method that is chosen during method lookup. Hence it is the original receiver entity that is the start of method lookup even though it has passed on control to some other object (through a delegation link, not an object reference).
Delegation has the advantage that it can take place at run time and affect only a subset of entities of some type and can even be removed at run time. Inheritance, by contrast, typically targets the type rather than the instances, and is restricted to compile time. On the other hand, inheritance can be statically type-checked, while delegation generally cannot without generics (although a restricted version of delegation can be statically typesafe[7]). Delegation can be termed "run-time inheritance for specific objects."
Here is a pseudocode example in a C#/Java like language:
class A {
void foo() {
// "this" also known under the names "current", "me" and "self" in other languages
this.bar();
}
void bar() {
print("a.bar");
}
}
class B {
private delegate A a; // delegation link
public B(A a) {
this.a = a;
}
void foo() {
a.foo(); // call foo() on the a-instance
}
void bar() {
print("b.bar");
}
}
a = new A();
b = new B(a); // establish delegation between two objects
Calling b.foo() will result in b.bar being printed, since this refers to the original sending object, b, within the context of a. The resulting ambiguity of this is referred to as object schizophrenia.
Translating the implicit this into an explicit parameter, the call (in B, with a a delegate) a.foo() translates to A.foo(b), using the type of a for method resolution, but the delegating object b for the this argument.
Using inheritance, the analogous code (using capital letters to emphasize that resolution is based on classes, not objects) is:
class A {
void foo() {
this.bar();
}
void bar() {
print("A.bar");
}
}
class B extends A {
public B() {}
void foo() {
super.foo(); // call foo() of the superclass (A)
}
void bar() {
print("B.bar");
}
}
b = new B();
Calling b.foo() will result in B.bar. In this case, this is unambiguous: there is a single object, b, and this.bar() resolves to the method on the subclass.
Programming languages in general do not support this unusual form of delegation as a language concept, but there are a few exceptions[citation needed].
If the language supports both delegation and inheritance one can do dual inheritance by utilizing both mechanisms at the same time as in
class C extends A {
delegationlink D d;
}
This calls for additional rules for method lookup, as there are now potentially two methods that can be denoted as the most specific (due to the two lookup paths).
Delegation can be described as a low level mechanism for sharing code and data between entities. Thus it builds the foundation for other language constructs. Notably role-oriented programming languages have been utilizing delegation, but especially the older ones factually used aggregation while claiming to use delegation. This should not be considered cheating, merely the plural definitions of what delegation means (as described above).
More recently work has also been done on distributing delegation, so e.g. clients of a search engine (finding cheap hotel rooms) can use a shared entity using delegation to share best hits and general re-usable functionality.
Delegation has also been suggested for advice resolution in aspect-oriented programming by Ernst and Lorenz in 2003.
Distinguish:
This paper proposes object-based inheritance (also known as delegation) as a complement to purely forwarding-based object composition. It presents a typesafe integration of delegation into a class-based object model and shows how it overcomes the problems faced by forwarding-based component interaction, how it supports independent extensibility of components and unanticipated, dynamic component adaptation.
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In object-oriented programming, delegation refers to evaluating a member (property or method) of one object (the receiver) in the context of another original object (the sender). Delegation can be done explicitly, by passing the responsibilities of the sending object to the receiving object, which can be done in any object-oriented language; or implicitly, by the member lookup rules of the language, which requires language support for the feature. Implicit delegation is the fundamental method for behavior reuse in prototype-based programming, corresponding to inheritance in class-based programming. The best-known languages that support delegation at the language level are Self, which incorporates the notion of delegation through its notion of mutable parent slots that are used upon method lookup on self calls, and JavaScript; see JavaScript delegation. The term delegation is also used loosely for various other relationships between objects; see delegation (programming) for more. Frequently confused concepts are simply using another object, more precisely referred to as consultation or aggregation; and evaluating a member on one object by evaluating the corresponding member on another object, notably in the context of the receiving object, which is more precisely referred to as forwarding (when a wrapper object doesn't pass itself to the wrapped object). The delegation pattern is a software design pattern for implementing delegation, though this term is also used loosely for consultation or forwarding.
In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object (prototype-based inheritance) or class (class-based inheritance), retaining similar implementation. It is also defined as deriving new classes (sub classes) from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages like C++, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object", with the exception of: constructors, destructors, overloaded operators and friend functions of the base class. Inheritance allows programmers to create classes that are built upon existing classes, to specify a new implementation while maintaining the same behaviors (realizing an interface), to reuse code and to independently extend original software via public classes and interfaces. The relationships of objects or classes through inheritance give rise to a directed acyclic graph. An inherited class is called a subclass of its parent class or super class. The term inheritance is loosely used for both class-based and prototype-based programming, but in narrow use the term is reserved for class-based programming (one class inherits from another), with the corresponding technique in prototype-based programming being instead called delegation (one object delegates to another). Class-modifying inheritance patterns can be pre-defined according to simple network interface parameters such that inter-language compatibility is preserved. Inheritance should not be confused with subtyping. In some languages, generally statically-typed class-based OO languages, like C++, C#, Java, and Scala, inheritance and subtyping agree, whereas in others they differ. In general, subtyping establishes an is-a relationship, whereas inheritance only reuses implementation and establishes a syntactic relationship, not necessarily a semantic relationship (inheritance does not ensure behavioral subtyping). To distinguish these concepts, subtyping is sometimes referred to as interface inheritance (without acknowledging that the specialization of type variables also induces a subtyping relation), whereas inheritance as defined here is known as implementation inheritance or code inheritance. Still, inheritance is a commonly used mechanism for establishing subtype relationships. Inheritance is contrasted with object composition, where one object contains another object (or objects of one class contain objects of another class); see composition over inheritance. In contrast to subtyping's is-a relationship, composition implements a has-a relationship. Mathematically speaking, inheritance in any system of classes induces a strict partial order on the set of classes in that system.
Object-oriented modeling (OOM) is an approach to modeling a system as objects. It is primarily used for developing software, but can be and is used for other types of systems such as business process. Unified Modeling Language (UML) and SysML are two popular international standard languages used for OOM. For software development, OOM is used for analysis and design and is a key practice of object-oriented analysis and design (OOAD). The practice is primarily performed during the early stages of the development process although can continue for the life of a system. The practice can be divided into two aspects: the modeling of dynamic behavior like use cases and the modeling of static structures like classes and components, generally as visual modeling diagrams. The benefits of using OOM include: Efficient and effective communication Users typically have difficulties understanding technical documentation and source code. Visual diagrams can be more understandable and can allow users and stakeholders to give developers feedback on the appropriate requirements and structure of the system. A key goal of the object-oriented approach is to decrease the "semantic gap" between the system and the real world, and to have the system be constructed using terminology that is almost the same as the stakeholders use in everyday business. OOM is an essential tool to facilitate this. Useful and stable abstraction Modeling supports coding. A goal of most modern development methodologies is to first address "what" questions and then address "how" questions, i.e. first determine the functionality the system is to provide without consideration of implementation constraints, and then consider how to make specific solutions to these abstract requirements, and refine them into detailed designs and codes by constraints such as technology and budget. OOM enables this by producing abstract and accessible descriptions of requirements and designs as models that define their essential structures and behaviors like processes and objects, which are important and valuable development assets with higher abstraction levels above concrete and complex source code.
Object-oriented programming (OOP) is a programming paradigm based on objects – software entities that encapsulate data and function(s). An OOP computer program consists of objects that interact with one another. An OOP language is one that provides object-oriented programming features, but as the set of features that contribute to OOP is contested, classifying a language as OOP – and the degree to which it supports OOP – is debatable. As paradigms are not mutually exclusive, a language can be multi-paradigm (i.e. categorized as more than only OOP). Notable languages with OOP support include Ada, ActionScript, C++, C#, Common Lisp, Dart, Eiffel, Fortran, Haxe, Java, JavaScript, Kotlin, Logo, MATLAB, Objective-C, Object Pascal, Perl, PHP, Python, R, Raku, Ruby, Scala, SIMSCRIPT, Simula, Smalltalk, Swift, Vala and Visual Basic (.NET).
Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.
MORE →Joe Louis.