Casting between parent and child classes in delphi - delphi

I'm writing some software that targets two versions of very similar hardware which, until I use the API to initialize the hardware I'm not able to know which type I'll be getting back.
Because the hardware is very similar I planned to have a parent class (TParent) that has some abstract methods (for where the hardware differs) and then two child classes (TChildA, TChildB) which implement those methods in a hardware dependent manner.
So I would first instantiate an object of TParent check what kind it is then cast it to the correct child.
However when I do this and call one of the abstract methods fully implemented in the child class I get an EAbstractError.
e.g:
myHardware:=TParent.Create();
if myHardware.TypeA then
myHardware:=TChildA(myHardware)
else
myHardware:=TChildB(myHardware);
myHardware.SomeMehtod();
I'm assuming that I can't cast a Parent Class to a child class, and also that there's probably a better way of doing this. Any pointers?

You need a factory method to return you the correct class depending on the Type of hardware you are using...
function CreateHardware(isTypeA: Boolean): TParent;
begin
if IsTypeA then Result := TChildA.Create
else Result := TChildB.Create;
end;
...
var
myHardware: TParent;
begin
myHardware := CreateHardware(True);
myHardwarde.SomeMethod;
end;
... or you could use the State pattern.
Common in either approach is that your TParent class does not has the knowledge to determine the type of hardware.That knowlegde is transfered into the factory method, caller of the factory method, factory itself or state class.

Thanks to Binary Worrier and Mghie for pointing me in the right direction in this instance. The answer given by Lieven would be the easier way in cases where minimising the initialization of the hardware wasn't an issue.
The pImpl idiom is discussed elsewhere on SO
Here is how I understand the implementation in pseudo-delphi-code (note I've not bothered with public/private distinctions for this):
class TParent
procedure SomeMethod(); abstract;
end;
class TChildA (TParent)
procedure SomeMethod(); override;
end;
class TChildB (TParent)
procedure SomeMethod(); override;
end;
class THardware
HardwareSpecficMethods: TParent;
procedure SomeMethod;
constructor Create();
contrsuctor THardware.Create();
begin
InitializeHardware();
If Hardware.TypeA then
HardwareSpecificMethods:=TChildA.Create()
else
HardwareSpecificMethods:=TChildB.Create();
end;
procedure THardware.SomeMethod();
begin
HardwareSpecificMethods.SomeMethod();
end;
end; {class THardware}

You're right, you can't and shouldn't cast from base class to derived class.
I'm assuming you don't want to have the Child object re-run the Parent constructor?
If so . . .
Remove the Parent/Child relationship as it stands, you will have only one Hardware class.
For the specific ChildA and ChildB functionality, create a new inheritance pattern, so that you have an ISpecificHardwareTasks interface or base class, and two derived classes (SpecificA & SpecificB).
When Hardware is constructing it's self, and it gets to the point where it knows what type of hardware it's working with, it then creates an instance of SpecificA or SpecificB). This instance is private to Hardware.
Hardware exposes methods which wrap the ISpecificHardWareTasks methods (it can even implement that interface if that makes sense).
The Specific classes can take a reference to the Hardware class, if that's necessary (though I don't know if you have access to the this pointer in a constructor, my Delphi is getting rusty)
Hope these ramblings helped somewhat.

Related

Multiple generation of Obj with a generic class

I'm having some trouble with generics and constructors.
I would like to have a Generic class that can handle (and create) multiple objects of the same class. Moreover, I have some code that I would like to use whatever the specific class actually is.
I thought Generics are a good solution to this, but I'm not quite sure.
type
TMultiBlock<T: IBlock, constructor> = class(TObject)
blocks: array of array of T;
constructor Create(const owner: someClass, const n: integer);
end;
constructor TMultiBlock<T>.Create(const owner: someClass, const n: integer);
var
i: integer;
begin
for i := 0 to n-1 do
T.Create();
end;
The solution above works, but the Create() that is called is not the one of the class T that I give to the Generic.
I know that I can do the Create outside the TMultiBlock class, since I know class T there, as show below:
TM := TMultiBlock<TFinestra>.Create();
for i := 0 to n do
begin
TM.blocks[i] := TFinestra.Create();
end;
Here the class TFinestre is one of the class that I want to use in the Generic. But the thing is that I want to do some common operations on the T element, and these operation will be common to whatever the T type is, so I would like to do them on the TMultiBlock.
IBlock is an interface implemented by each class of type T.
An Interface is, in OOP terms, a pure abstract definition. It can be implemented by lots of different classes. You can't create objects from an interface (unless the interface gives you a method to create an object), you can get an interface from an Object if that object supports it. As all interfaces are implemented by a class then they can do different things, but ultimately what they do is dependent on what the object is, so you are back to having to know the class.
If you want to create the objects you have to know the class of the object you are creating. The interface could provide a method for returning the class of the object which is implementing the interface, allowing you to create more of them, but then you may as well use that class.
If your different types do not have a common ancestor, then you can specify, as you have, that T must support an interface, but you still instantiate the TMutliBLOCK<T> with a class. As interfaces are always implemented by a class then T will always derive from TObject so it will always support Create. The problem is you can't call T.Create unless IBlock includes the definition of Create ...
This means that you can have a TMulitBLOCK and a TMultiBLOCK but each would be holding the objects you have declared for it. If they're not inheriting from a common class then you would not be able to restrict the type of T to that common ancestor.
You can check that the type you are using supports an interface in the constructor, and then restrict to TObject.
TMultiBLOCK<T: class> = class(TObject)
protected
blocks: TArray<T>;
public
constructor Create(AOwner: pSomeObject; nSize: Integer);
end;
constructor TMultiBLOCK<T>.Create(AOwner: pSomeObject; nSize: Integer);
begin
if(not Supports(T, IBlock)) then
raise EInvalidCast.Create('Class '+T.ClassName+' must support IBlock')
else
...
end;
To call the members of IBlock you will need to get an interface pointer for each object. Bear in mind that depending on the implementation in the different implementing classes then when the interface references go out of scope the object may delete itself. To prevent that happening you probably want to store the interface references alongside the objects when you create them so the reference count is held above 0.
If you can organise the code so that all members are derived from a common ancestor then you can restrict your TMultiBLOCK<T> to that common ancestor, rather than a common interface.

override, virtual/dynamic in Delphi constructors

The one with virtual/dynamic
// declare in Child Class
constructor Create; virtual;
constructor TChildClass.Create;
begin
inherited;
end;
The one with override.
// declare in Child Class
constructor Create; override;
constructor TChildClass.Create;
begin
inherited;
end;
The one with nothing
// declare in Child Class
constructor Create;
constructor TChildClass.Create;
begin
inherited;
end;
Are these the same thing? It looks confusing.
Yes, there is a difference, but let's deal with the virtual keyword in more basic OOP terms first, yet still how it applies to Delphi methods.
When you declare a derived (child) class, and implement a method as "override", it means that you're overriding (surprise) the matching method of the base class.
This means that you can write code like this:
var child : TBaseClass;
begin
child := TChildClass.Create; // note that it is stored in TBaseClass variable
child.VirtualMethodDefinedInBaseClassThatHasBeenOverriddenInChildClass;
This will call the method in the child class, even if the variable is defined to be of the base class type. This is the whole purpose of virtual methods, you can access the object through a reference of a more general type, and still call methods that have been written for the particular type of object you're dealing with.
If you have a virtual method in the base class that you chose not to override in the child class, but instead reintroduce, you're effectively replacing it in some cases. Note that in most cases you need to tell the compiler that you really meant to do this, though I'm unsure about what Delphi requires here.
Basically, if your variable is of type TBaseClass, and you call a virtual method on it, that has been reintroduced in the TChildClass, it will still call the method in the base class.
However, if your variable is of type TChildClass, and you call that method on it, you will get the new method instead.
Now, for constructors, in Delphi, it is slightly different.
The point of virtual constructors is to be able to virtually construct objects, and to do that, Delphi also has "class types".
You can say this:
type TClassToUse = class of TBaseClass;
var cls : TClassToUse;
obj : TBaseClass;
begin
cls := TChildClass;
obj := cls.Create;
(note that my Delphi knowledge is a bit rusty here, if anyone spots bugs or glaring problems in the above code, please let me know or just fix it)
Here we store a "class" in a variable, and then ask the class to please construct an object for us. This allows us to switch out which class to create, but we also need to declare the constructors we want to use virtual, otherwise we will have problems.
So in the above code, if you declared the constructor as virtual in TBaseClass, and then override it in TChildClass (which the code is actually using in cls), the overridden constructor is the one that will be used.
If, on the other hand, you don't declare the constructor as virtual, we're back to the base class constructor. Virtual basically means to figure out the right method to execute at runtime, whereas non-virtual will figure it out at compile time.
Reintroduction as described for normal methods above, also works this way.
However, virtual constructors are only used as virtual when used through a class type.
No, static and virtual methods are not the same thing.
And override is a case of virtual method.
http://en.wikipedia.org/wiki/Virtual_function
http://docwiki.embarcadero.com/RADStudio/XE4/en/Methods#Method_Binding
Constructors bring nothing special here - they conform to the same rules as other methods for the question

Correct way to duplicate Delphi object

What are pros and cons of duplication an object instance with constructor or instance function?
Example A:
type
TMyObject = class
strict private
FField: integer;
public
constructor Create(srcObj: TMyObject); overload;
//alternatively:
//constructor CreateFrom(srcObj: TMyObject);
property Field: integer read FField;
end;
constructor TMyObject.Create(srcObj: TMyObject);
begin
inherited Create;
FField := srcObj.Field;
end;
Example B:
type
TMyObject = class
strict private
FField: integer;
public
function Clone: TMyObject;
property Field: integer read FField;
end;
function TMyObject.Clone: TMyObject;
begin
Result := TMyObject.Create;
Result.FField := FField;
end;
One major difference immediately springs to mind - in the latter case the Create constructor would have to be virtual so that a class hierarchy supporting Clone could be built basing on the TMyObject.
Assume that this is not a problem - that TMyObject and everything based on it is entirely under my control. What is your preferred way of doing copy constructor in Delphi? Which version do you find more readable? When would you use former or latter approach? Discuss. :)
EDIT:
My main concern with the first example is that the usage is very heavy compared to the second approach, i.e.
newObj := TMyObject.Create(oldObj)
vs.
newObj := oldObj.Clone;
EDIT2 or "Why I want single-line operation"
I agree that Assign is a reasonable approach in most cases. It's even reasonable to implement 'copy constructor' internally by simply using assign.
I'm usually creating such copies when multithreading and passing objects through the message queue. If object creation is fast, I usually pass a copy of the original object because that really simplifies the issues of object ownership.
IOW, I prefer to write
Send(TMyObject.Create(obj));
or
Send(obj.Clone);
to
newObj := TMyObject.Create;
newObj.Assign(obj);
Send(newObj);
The first adds information about which object to want to create, the second not. This can be used to instantiate e.g. a descendant or an ancestor of a class
The Delphi way (TPersistent) separates creation and cloning:
dest := TSomeClass.Create;
dest.Assign(source);
and has this same property that you explicitly choose the class to instantiate. But you don't need two constructors, one for normal use, and one where you want to clone.
edit due to oneline requirement
You can mix it of course using Delphi metaclasses (untested)
type
TBaseSomeObject = class;
TBaseObjectClass = class of TBaseSomeObject;
TBaseSomeObject = class(TPersistent)
function Clone(t: TBaseObjectClass = nil): TBaseSomeObject; virtual;
end;
...
function TBaseSomeObject.Clone(t: TBaseObjectClass = nil): TBaseSomeObject;
begin
if Assigned(t) then
Result := t.Create
else
Result := TBaseObjectClass(Self.ClassType).Create;
Result.Assign(Self);
end;
SendObject(obj.Clone); // full clone.
SendObject(obj.Clone(TDescandantObject)); // Cloned into Descendant object
For the rest, just implement your assign() operators, and you can mix multiple ways.
edit2
I replaced the code above with code tested in D2009. There are some dependencies of the types that might have confused you, hope it is clearer this way. Of course you'll have to study the assign mechanism. I also tested the metaclass=nil default parameter and it works, so I added it.
I don't think there is a correct way it just depend on personal style. (And as Marco pointed out, there are more ways.)
The constructor way is short but it violates the principle that the constructor must only construct the object. Which is possibly not a problem.
The clone way is short although you need to provide a call for each class.
The assign way is more Delphi like. It separates creation and initialization which is good because we like the one method one function concept that makes code better to maintain.
And if you implement Assign using streams, you have only one place to worry about which fields need to be available.
I like the clone style - but only in Java (or any other GC language). I used it some times in Delphi, but mostly I stay with Create and Assign, because it is much clearer who is responsible for the destruction of the object.
I use the second method, the one with the Clone function, and it works like a charm, even with complex classes. I find it more readable and error proof.

How to design constructors in a hierarchy where there are just readonly fields without having too many parameters?

I have designed a hierarchy, every class has 2 readonly properties mapped to 2 private fields.
Every class has a cosntructor that inherits the parent class one.
The problem is that at every level of hierarchy the number of parameters increase of 2:
TBaseClass.Create (par1, par2);
TSubClass.Create(par1, par2, par3, par4);
TSubSubClass.Create(par1, par2, par3, par4, par5, par6);
[...]
Is it ok to have constructors with 6-8 parameteres? After creation my objects should be immutable, so this is why I try to initialize all fileds in the constructors.
Is there another technique you can suggest or should I go with the above mentioned approach? Thanks.
As long as they're well-documented, I've never had any stigma against functions with large numbers of parameters. So an 8-param constructor wouldn't scare me.
However, I can see where the explosion-of-params could occur here, especially if you start adding more than 2 properties per object. I could also see an uncomfortable proliferation of constructor overloads, if some of those params can be defaulted/optional.
With that in mind, you might want to encapsulate the complexities of setting all those params, by using a construction pattern. Builder comes to mind, though Factory or Prototype might also be useful.
Best to stick with conventions when you can. A Builder implies a sequential or multiple object creation process. Abstract Factory is more appropriate for creating a single object from a hierarchy.
Having said that, the regularity does seem a little odd. Does SubClass3 in fact need all 6 properties or only it's two? Remember LSP - SubClass3 is supposed to be completely substitutible for BaseClass so at each level the new ancestor assumes responsibility for the entire set, which is usually more than just passing them back through constructors.
Why don't you let those properties be writable and protect the object by casting it to an interface? Like this:
type
IMyObject = interface
function GetProperty1(): integer;
function GetProperty2(): boolean;
end;
TMyObject = class(TInterfacedObject, IMyObject)
public
constructor Create();
function GetProperty1(): integer;
function GetProperty2(): boolean;
procedure SetProperty1(Value: integer);
procedure SetProperty2(Value: boolean);
end;
function CreateMyObject: IMyObject;
var obj: TMyObject
begin
obj := TMyObject.Create;
obj.SetProperty1(45);
obj.SetProperty2(false);
Result := obj;
end;

Reintroducing functions in Delphi

What was the motivation for having the reintroduce keyword in Delphi?
If you have a child class that contains a function with the same name as a virtual function in the parent class and it is not declared with the override modifier then it is a compile error. Adding the reintroduce modifier in such situations fixes the error, but I have never grasped the reasoning for the compile error.
If you declare a method in a descendant class that has the same name as a method in an ancestor class then you are hiding that ancestor method — meaning if you have an instance of that descendant class (that is referenced as that class) then you will not get the behavior of the ancestor. When the ancestor's method is virtual or dynamic, the compiler will give you a warning.
Now you have one of two choices to suppress that warning message:
Adding the keyword reintroduce just tells the compiler you know you are hiding that method and it suppresses the warning. You can still use the inherited keyword within your implementation of that descended method to call the ancestor method.
If the ancestor's method was virtual or dynamic then you can use override. It has the added behavior that if this descendant object is accessed through an expression of the ancestor type, then the call to that method will still be to the descendant method (which then may optionally call the ancestor through inherited).
So difference between override and reintroduce is in polymorphism. With reintroduce, if you cast the descendant object as the parent type, then call that method you will get the ancestor method, but if you access it the descendant type then you will get the behavior of the descendant. With override you always get the descendant. If the ancestor method was neither virtual nor dynamic, then reintroduce does not apply because that behavior is implicit. (Actually you could use a class helper, but we won't go there now.)
In spite of what Malach said, you can still call inherited in a reintroduced method, even if the parent was neither virtual nor dynamic.
Essentially reintroduce is just like override, but it works with non-dynamic and non-virtual methods, and it does not replace the behavior if the object instance is accessed via an expression of the ancestor type.
Further Explanation:
Reintroduce is a way of communicating intent to the compiler that you did not make an error. We override a method in an ancestor with the override keyword, but it requires that the ancestor method be virtual or dynamic, and that you want the behavior to change when the object is accessed as the ancestor class. Now enter reintroduce. It lets you tell the compiler that you did not accidentally create a method with the same name as a virtual or dynamic ancestor method (which would be annoying if the compiler didn't warn you about).
There are lots of answers here about why a compiler that lets you hide a member function silently is a bad idea. But no modern compiler silently hides member functions. Even in C++, where it's allowed to do so, there's always a warning about it, and that ought to be enough.
So why require "reintroduce"? The main reason is that this is the sort of bug that can actually appear by accident, when you're not looking at compiler warnings anymore. For example, let's say you're inheriting from TComponent, and the Delphi designers add a new virtual function to TComponent. The bad news is your derived component, which you wrote five years ago and distributed to others, already has a function with that name.
If the compiler just accepted that situation, some end user might recompile your component, ignore the warning. Strange things would happen, and you would get blamed. This requires them to explicitly accept that the function is not the same function.
The RTL uses reintroduce to hide inherited constructors. For example, TComponent has a constructor which takes one argument. But, TObject has a parameterless constructor. The RTL would like you to use only TComponent's one-argument constructor, and not the parameterless constructor inherited from TObject when instantiating a new TComponent. So it uses reintroduce to hide the inherited constructor. In this way, reintroduce is a little bit like declaring a parameterless constructor as private in C#.
First of all, "reintroduce" breaks the inheritance chain and should not be used, and I mean never ever. In my entire time I worked with Delphi (ca 10 years) I've stumbled upon a number of places that do use this keyword and it has always been a mistake in the design.
With that in mind here's the simplest way it works:
You have like a virtual method in a base class
Now you wanna have a method that has the exact same name, but maybe a different signature. So you write your method in the derived class with the same name and it will not compile because the contract is not fulfilled.
You put the reintroduce keyword in there and your base class does not know about your brand new implementation and you can use it only when accessing your object from a directly specified instance type. What that means is toy can't just assign the object to a variable of base type and call that method because it's not there with the broken contract.
Like I said it's pure evil and must be avoided at all cost (well, that's my opinion at least). It's like using goto - just a terrible style :D
The purpose of the reintroduce modifier is to prevent against a common logical error.
I will assume that it is common knowledge how the reintroduce keyword fixes the warning and will explain why the warning is generated and why the keyword is included in the language. Consider the delphi code below;
TParent = Class
Public
Procedure Procedure1(I : Integer); Virtual;
Procedure Procedure2(I : Integer);
Procedure Procedure3(I : Integer); Virtual;
End;
TChild = Class(TParent)
Public
Procedure Procedure1(I : Integer);
Procedure Procedure2(I : Integer);
Procedure Procedure3(I : Integer); Override;
Procedure Setup(I : Integer);
End;
procedure TParent.Procedure1(I: Integer);
begin
WriteLn('TParent.Procedure1');
end;
procedure TParent.Procedure2(I: Integer);
begin
WriteLn('TParent.Procedure2');
end;
procedure TChild.Procedure1(I: Integer);
begin
WriteLn('TChild.Procedure1');
end;
procedure TChild.Procedure2(I: Integer);
begin
WriteLn('TChild.Procedure2');
end;
procedure TChild.Setup(I : Integer);
begin
WriteLn('TChild.Setup');
end;
Procedure Test;
Var
Child : TChild;
Parent : TParent;
Begin
Child := TChild.Create;
Child.Procedure1(1); // outputs TChild.Procedure1
Child.Procedure2(1); // outputs TChild.Procedure2
Parent := Child;
Parent.Procedure1(1); // outputs TParent.Procedure1
Parent.Procedure2(1); // outputs TParent.Procedure2
End;
Given the above code both of the procedures in TParent are hidden. To say they are hidden means that the procedures can not be called through the TChild pointer. Compiling the code sample produces a single warning;
[DCC Warning] Project9.dpr(19): W1010 Method 'Procedure1' hides virtual method of base type 'TParent'
Why only a warning for the virtual function and not the other? Both are hidden.
A virtue of Delphi is that library designers are able to release new versions without fear of breaking the logic of existing client code. This contrasts to Java where adding new functions to a parent class in a library is fraught with danger because classes are implicitly virtual. Lets say that TParent from above lives in a 3rd party library, and the library manufacture releases the new version below.
// version 2.0
TParent = Class
Public
Procedure Procedure1(I : Integer); Virtual;
Procedure Procedure2(I : Integer);
Procedure Procedure3(I : Integer); Virtual;
Procedure Setup(I : Integer); Virtual;
End;
procedure TParent.Setup(I: Integer);
begin
// important code
end;
Imagine we had the following code in our client code
Procedure TestClient;
Var
Child : TChild;
Begin
Child := TChild.Create;
Child.Setup;
End;
For the client it does not matter if the code is compiled against version 2 or 1 of the library, in both cases TChild.Setup is called as the user intends. And in the library;
// library version 2.0
Procedure TestLibrary(Parent : TParent);
Begin
Parent.Setup;
End;
If TestLibrary is called with a TChild parameter, everything works as intended. The library designer have no knowledge of the TChild.Setup, and in Delphi this does not cause them any harm. The call above correctly resolves to TParent.Setup.
What would happen in a equivalent situation in Java? TestClient would work correctly as intended. TestLibrary would not. In Java all functions are assumed virtual. The Parent.Setup would resolve to TChild.Setup, but remember when TChild.Setup was written they had no knowledge of the future TParent.Setup, so they are certainly not going to ever call inherited. So if the library designer intended TParent.Setup to be called it will not be, no matter what they do. And certainly this could be catasrophic.
So the object model in Delphi requires explicit declaration of virtual functions down the chain of child classes. A side effect of this is that it is easy to forget to add the override modifier on child methods. The existence of the Reintroduce keyword is a convenience to the programmer. Delphi was designed so that the programmer is gently persuaded, by the generation of a warning, to explicitly state their intentions in such situations.
tl;dr: Trying to override a non-virtual method makes no sense. Add the keyword reintroduce to acknowledge that you're making a mistake.
Reintroduce tells the compiler you want to call the code defined in this method as an entry point for this class and its descendants, regardless of other methods with the same name in the ancestors’ chain.
Creating a TDescendant.MyMethod would create a potential confusion for the TDescendants in adding another method with the same name, which the compiler warns you about.
Reintroduce disambiguates that and tells the compiler you know which one to use.
ADescendant.MyMethod calls the TDescendant one, (ADescendant as TAncestor).MyMethod calls the TAncestor one. Always! No confusion…. Compiler happy!
This is true whether you want the descendant method to be virtual or not: in both cases you want to break the natural linkage of the virtual chain.
And it does not prevent you from calling the inherited code from within the new method.
TDescendant.MyMethod is virtual: ...but you cannot or don’t want to use the linkage.
You cannot because the method signature is different. You have no other choice as overriding is impossible in this case with return type or parameters not exactly the same.
You want to restart an inheritance tree from this class.
TDescendant.MyMethod is not virtual: You turn MyMethod into a static one at the TDescendant level and prevent further overriding. All classes inheriting from TDescendant will use the TDescendant implementation.
When the ancestor class also has a method with the same name, and it is not necessarily declared virtual, you would see a compiler warning (as you would hide this method).
In other words: You tell the compiler that you know that you hide the ancestor function and replace it with this new function and do so deliberately.
And why would you do this? If the method is virtual in the parent class, the only reason is to prevent polymorphism. Other then that just override and do not call inherited. But if the parent method is not declared virtual (and you cannot change that, because you do not own the code for example), you can inherit from that class and let people inherit from your class without seeing a compiler warning.
This has been introduced to the language because of Framework versions (including the VCL).
If you have an existing code base, and an update to a Framework (for instance because you bought a newer Delphi version) introduced a virtual method with the same name as a method in an ancestor of your code base, then reintroduce will allow you to get rid of the W1010 warning.
This is the only place where you should use reintroduce.
First, as it was said above, you should never ever deliberately reintroduce virtual method. The only sane use of reintroduce is when the author of the ancestor (not you) added a method that goes into conflict with your descendant and renaming your descendant method is not an option. Second, you can easily call the original version of the virtual method even in classes where you reintroduced it with different parameters:
type
tMyFooClass = class of tMyFoo;
tMyFoo = class
constructor Create; virtual;
end;
tMyFooDescendant = class(tMyFoo)
constructor Create(a: Integer); reintroduce;
end;
procedure .......
var
tmp: tMyFooClass;
begin
// Create tMyFooDescendant instance one way
tmp := tMyFooDescendant;
with tmp.Create do // please note no a: integer argument needed here
try
{ do something }
finally
free;
end;
// Create tMyFooDescendant instance the other way
with tMyFooDescendant.Create(20) do // a: integer argument IS needed here
try
{ do something }
finally
free;
end;
so what should be the purpose of reintroducing virtual method other than make things harder to read?
reintroduce allows you to declare a method with the same name as the ancestor, but with different parameters. It has nothing to do with bugs or mistakes!!!
For example, I often use it for constructors...
constructor Create (AOwner : TComponent; AParent : TComponent); reintroduce;
This allows me to create the internal classes in a cleaner fashion for complex controls such as toolbars or calendars. I normally have more parameters than that. Sometimes it is almost impossible or very messy to create a class without passing some parameters.
For visual controls, Application.Processmessages can get called after Create, which can be too late to use these parameters.
constructor TClassname.Create (AOwner : TComponent; AParent : TComponent);
begin
inherited Create (AOwner);
Parent := AParent;
..
end;

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