Hi Blake, There are a number of ways to initialize an object. Overridding #new is an acceptable practice but normally this is done because you do not want a new object created. For example if you wanted to have only one instance of an object you might override #new to lookup your instance and return that instead.
Sometimes calling #new on class is a bad idea, either this class shouldn't have instances, or there are other instance creation methods that should be called instead. (We usually don't override new because of other instance creation methods but I can understand the argument if someone did) For example FishTank class>>new "new should not be called please use instance creations methods instead" self error: 'Please use instance creation methods and not #new" FishTank class>>newForGallons: numberOfGallons "Create a fishTank that holds numberOfGallons" aTank := super new. "call super to bypass error" aTank numberOfGallons: numberOfGallons. aTank calculateGlassForGallons. aTank calculateTopSizeForGallons. aTank calculateNumberOfLightsForGallons. ^aTank Ok so this is kinda silly but I hope you get the idea. This is what happens when I make stuff up on the spot! Ok so in most cases you can set your object up in #initalize FishTank>>initialize "set up default values for aFishTank" self glassSides: OrderedCollection new. self numberOfLights: 0 copy. self tankShape: #rectangle but you might want to change that setup during instance creation. Let's move our setup code to the instance side. FishTank>>calculateTankProperties "use the information provided to create a tank" self calculateGlassForGallons. self calculateTopSizeForGallons. self calculateNumberOfLightsForGallons. Now change your original code to this: FishTank class>>newForGallons: numberOfGallons "Create a fishTank that holds numberOfGallons" aTank := super new. "call super to bypass error" aTank numberOfGallons: numberOfGallons. aTank calculateTankProperties. ^aTank So that you can call FishTank class>>newOctagonalTankForGallons: numberOfGallons "Create an Octagonal tank that holds numberOfGallons" aTank := super new. aTank shape: #octagon. aTank numberOfGallons: numberOfGallons. aTank calculateTankProperties. ^aTank. Ok so now your code that figures out the number of sides and amount of glass to use can reference shape and figure things out. Of course I would not use hardcoded shapes in my code instead on the class side I would create a protocol called Constants Then I'd create a method called in Constants FishTank class>>octagonalShape "return a symbol that represents an eight sided fishtank" ^#octagon Then I'd call aTank shape: self octagonalShape. Instead. You could also extend your class hierarchy to support different tanks. FishTank subclass: RectangleFishTank and FishTank subclass: OctagonalFishTank Now you can use your instance creation method to find out what instance to create. This makes things much easier because now your code for calculating number of sides and amount of glass can just be written in each class and all your self shape = self class octagonalShape ifTrue ... code goes away. RectangleFishTank class>>shape "return the shape of this subclass fishtank" ^self rectangleShape OctagonalFishTank class>>shape "return the shape of this subclass fishtank" ^self octagonalShape FishTank class>>newForShape: aShape numberOfGallons: aNumberOfGallons "return a new instance of a subclass matching aShape that holds aNumberOfGallons" aClass := self allSubclasses detect: [:aClass | aClass shape = aShape] ifNone: [NotAFishTankShapeThatWeSupportException signal]. ^aClass newForGallons: aNumberOfGallons. And you can simplify your initialize with FishTank>>initialize "set up default values for aFishTank" self glassSides: OrderedCollection new. self numberOfLights: 0 copy. self tankShape: self class shape. Ok so back to someone else point. What are you trying to do? Hope this helps some. Try not to override #basicNew, and only override new if there is something about creating instances you want to change. If you are trying to affect how things are created there are lots of ways to make this happen without changing new. Happy Squeaking! Ron Teitelbaum President / Principal Software Engineer US Medical Record Specialists > -----Original Message----- > From: Blake > > Hey, all: > > I figure this is a beginner question. > > I get a big warning when I override certain methods. (Class > methods?) > > For example, if I want to set up the "contractless" part of my > object, I > do so by overriding #basicNew, and then setting the values that allow the > instance of the object to function. This seems perfectly normal and > reasonable, but I get this big warning about how terrible it might be. > > I not even 100% clear on how it could be so terrible beyond that > particular class. (I guess it's possible in this way to create an object > that destabilizes the system?) > > Am I doing this wrong/non-optimally? (Maybe I should be overriding > #new > instead of #basicNew, but I get the same dire warning for #new). > > ===Blake=== > > P.S. Seeing if this goes through; last message I sent warned me that I > wasn't on the mailing list. > _______________________________________________ > Beginners mailing list > Beginners@lists.squeakfoundation.org > http://lists.squeakfoundation.org/mailman/listinfo/beginners _______________________________________________ Beginners mailing list Beginners@lists.squeakfoundation.org http://lists.squeakfoundation.org/mailman/listinfo/beginners