By Simon Lewis
Break up into components, the 1st half (the technological know-how of SmallTalk) covers the $64000 technical history for programmers and bosses; whereas the second one half (the paintings of SmallTalk) introduces a few of the easy philosophy of SmallTalk. It encompasses a step by step advisor taking readers during the basics--right as much as designing, coding, and debugging their very own courses.
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Extra info for Art and Science of Smalltalk, The
This book concentrates on one particular implementation of Smalltalk—VisualWorks, from ParcPlace Systems. Structure of the Smalltalk System The term Smalltalk is often used to refer to three distinct things: a programming language; a library of classes; and a development environment. Although conceptually separate, we shall see that these three things are actually highly interdependent. Every Smalltalk on the market, including VisualWorks, contains these three parts. There are differences between Smalltalks of course, but in general you will find that the actual languages are almost identical, the class libraries are somewhat similar, whilst the development environments are the most diverse.
The notifier also offers you the opportunity to do various things including attempt to proceed, open a debugger window (see below) or simply terminate the execution of your code, returning to the development environement. In earlier versions of Smalltalk, these options were on a pop-up menu, whilst the latest version of VisualWorks puts them on push buttons. If when you get a notifier you select Debug, you will get a debugger window which is a very powerful tool that's actually a cross between a notifier, a browser and two inspectors.
There really is very little to it. All the power (and complexity) of Smalltalk comes from the large class library, and the extensive development environment. We'll be looking at the class library and the development environment in later chapters. This chapter is about Smalltalk—the language. Here we'll explain the basic constructions which are used to declare variables, assign values, send messages, and so on. These are the nuts and bolts of Smalltalk programming, and the building blocks of methods and classes.