Object-oriented programming In computer science, the object lifetime (or life cycle) of an object in object-oriented programming is the time between an object's creation (also known as instantiation or construction) till the object is no longer used, and is destructed or freed.
In object-oriented programming (OOP), the meaning of creating objects is far more subtle than simple allocating of spaces for variables. First, this is due to the fact that, in the OOP paradigm, the lifetime of each object tends to vary more widely than in the case in conventional programming. There are a lot of subtle questions, including whether the object be considered alive in the process of creation, and concerning the order of calling initializing code. In some sense, the creation can happen before the beginning of the program when objects are placed in a global scope.
Those tasks can be completed at once but are sometimes left unfinished and the order of the tasks can vary and can cause several strange behaviors. For example, in multi-inheritance, which initializing code should be called first is a difficult question to answer. However, superclass constructors should be called before subclass constructors.
It is a complex problem to create each object as an element of an array. Some languages (e.g. C++) leave this to programmers.
Handling exceptions in the midst of creation of an object is particularly problematic because usually the implementation of throwing exceptions relies on valid object states. For instance, there is no way to allocate a new space for an exception object when the allocation of an object failed before that due to a lack of free space on the memory. Due to this, implementations of OO languages should provide mechanisms to allow raising exceptions even when there is short supply of resources, and programmers or the type system should ensure that their code is exception-safe. Note that propagating an exception is likely to free resources (rather than allocate them). However, in object oriented programming, object construction may always fail, because constructing an object should establish the class invariants, which are often not valid for every combination of constructor arguments. Thus, constructors can always raise exceptions.
The abstract factory pattern is a way to decouple a particular implementation of an object from code for the creation of such an object.
Other programming languages, such as Objective-C, have class methods, which can include constructor-type methods, but are not restricted to merely instantiating objects.
C++ and Java have been criticized for not providing named constructors. This can be problematic, for instance, when a programmer wants to provide ways to create a point object either from cartesian coordinate or from the polar coordinate--because both coordinates would be represented by two integers. Objective-C can circumvent this problem, in that the programmer can create a Point class, with initialization methods, for example, +newPointWithX:andY:, and +newPointWithR:andTheta:.
A constructor can also refer to a function which is used to create a value of a tagged union, particularly in functional languages.
A destructor is a method called when an instance of a class is deleted, before the memory is deallocated. Note that in C++, a destructor can not be overloaded like a constructor can. It has to have no arguments. A destructor does not need to maintain class invariants. In certain garbage-collect languages, finalizers are used instead of destructors since garbage-collection may be non-deterministic in these languages. An example of this is Ruby.
In a garbage collecting language, objects are destroyed when they can no longer be reached by the running code. Examples of this are Python and Java. Python has destructors, and they are optional.
class Foo
{
// This is the prototype of the constructors
public:
Foo(int x);
Foo(int x, int y); // Overloaded Constructor
Foo::Foo(const Foo &old); // Copy Constructor
~Foo(); // Destructor
};
Foo::Foo(int x)
{
// This is the implementation of
// the one-argument constructor
}
Foo::Foo(int x, int y)
{
// This is the implementation of
// the two-argument constructor
}
Foo::Foo(const Foo &old)
{
// This is the implementation of
// the copy constructor
}
Foo::~Foo()
{
// This is the implementation of the destructor
}
int main()
{
Foo foo(14); // call first constructor
Foo foo2(12, 16); // call overloaded constructor
Foo foo3(foo); // call the copy constructor
return 0;
// destructors called in backwards-order
// here, automatically
}
class Foo
{
public Foo(int x)
{
// This is the implementation of
// the one-argument constructor
}
public Foo(int x, int y)
{
// This is the implementation of
// the two-argument constructor
}
public Foo(Foo old)
{
// This is the implementation of
// the copy constructor
}
public static void main(String* args)
{
Foo foo = new Foo(14); // call first constructor
Foo foo2 = new Foo(12, 16); // call overloaded constructor
Foo foo3 = new Foo(foo); // call the copy constructor
// garbage collection happens under the covers, and classes are destroyed
}
}
Socket will be closed at the next garbage collection round, as all references to it have been lost.
Konstruktoren und Destruktoren | Copy constructor | Konstruktor (programowanie obiektowe) | Konstruktor
This article is licensed under the GNU Free Documentation License.
It uses material from the
"Object lifetime".
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