This course intends to explain programming concepts that deepen in the use of certain constructions and structures linked to paradigms of programming that students should already know. This year, the concept of Reflection is explained in dynamic programming languages, as a natural extension of what they have learned in GRAU-PROP on Object Orientation. Also, as an extension of Object Orientation, we will see how to work with programming languages that do not have the concept of class. In addition, we explore the apparently simple concept of Control Structure, exploring the possibilities of reifying and modifying the program's execution stack, and defining and using the concept of Continuation.
Teachers
Person in charge
Jordi Delgado Pin (
)
Weekly hours
Theory
2
Problems
0
Laboratory
2
Guided learning
0
Autonomous learning
6
Competences
Transversal Competences
Teamwork
G5 [Avaluable] - To be capable to work as a team member, being just one more member or performing management tasks, with the finality of contributing to develop projects in a pragmatic way and with responsibility sense; to assume compromises taking into account the available resources.
G5.2
- To plan the objectives, operation rules, responsibilities, agenda and review procedure of the work. To identify conflicts, negotiate and solve them in a effective way. To adapt oneself to different kinds of groups (big/small, technical/mixed, same space/at distance). To interact efficiently and promote the participation with other group members.
Technical Competences of each Specialization
Software engineering specialization
CES1 - To develop, maintain and evaluate software services and systems which satisfy all user requirements, which behave reliably and efficiently, with a reasonable development and maintenance and which satisfy the rules for quality applying the theories, principles, methods and practices of Software Engineering.
CES1.1
- To develop, maintain and evaluate complex and/or critical software systems and services.
CES1.3
- To identify, evaluate and manage potential risks related to software building which could arise.
CES1.7
- To control the quality and design tests in the software production
Objectives
Learn the basic concepts of prototype based programming, so that the student is able to understand how these concepts are implemented in different programming languages
Related competences:
CES1.1,
CES1.3,
CES1.7,
Learn a language based on prototypes so that the student is able to get the general concepts in a concrete implementation (JavaScript)
Related competences:
CES1.1,
CES1.3,
Knowing what a closure is and some techniques associated with their use. Understanding what Continuations are and using them to implement several control structures
Related competences:
CES1.1,
CES1.3,
Learn a dynamic and object oriented programming language such as Smalltalk.
Related competences:
CES1.1,
CES1.3,
CES1.7,
Learn the basics of computational reflection, so that the student is able to understand how these concepts are implemented in different programming languages
Related competences:
CES1.1,
CES1.3,
CES1.7,
Knowing how computational reflection is implemented in Smalltalk: accessing and modifying members of classes at runtime, creating code at runtime, etc..
Related competences:
CES1.1,
CES1.3,
CES1.7,
Being able to develop a computer program of small-middle size that uses some of the taught material
Related competences:
CES1.1,
G5.2,
CES1.7,
Contents
Prototype based programming
Classes vs. prototypes. Inheritance vs. delegation
Control Structures: Continuations
Continuations are the result of being able to reify and eventually modify the execution stack of a program while it is running, but from the same language. We will explore the possibilities that this offers and the associated techniques.
Introduction to Smalltalk
Philosophy and origins. Encapsulation, members private / (protected) / public, inheritance, polymorphism, early / late binding. Patterns. Smalltalk, learning a Smalltalk environment
Reflection: General concepts
What is reflection?. Types of reflection: Introspection, intercession, reification. Implications of reflection for a programming language. Reflection in object-oriented programming.
Reflection in Smalltalk
Access to classes members at runtime. Patterns and Reflection. Creating reflective objects. Code Generation at runtime.
Activities
ActivityEvaluation act
Prototype based programming
The student should pay attention to the lecture and he/she should work through the exercises suggested by the lecturer. Objectives:12 Contents:
Objectives:123 Week:
15 (Outside class hours) Type:
theory exam
Theory
2h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
12h
Teaching methodology
Teaching the course is structured in lectures and laboratory sessions.
Teachers will use lectures to introduce the essential contents of the course. In the laboratory sessions the contents of the course will be brought to the computer by carrying out practical problems. The laboratory classes will be a continuation of the lectures, where new concepts will be implemented as they appear in lectures.
Evaluation methodology
Grading the course will consist of two theoretical tests (T1 and T2), one mid-course and the other at the end, and one medium-sized practical work (Practice).
Then, the evaluation method would be:
0.8 * Theory + 0.2 * Practice
where:
Theory: 0.5 * T1 + 0.5 * T2
Teamwork:
Evaluated using a simple rubric that each group tutor group uses
to rank different aspects of teamwork of every member of the group.