Chris Uppal, on the Dolphin Smalltalk newsgroup, writes about his "Great Leap Forward from Java to Dolphin Smalltalk." He describes the big difference...
If you are like me, then you are currently thinking of a big difference between Smalltalk and Java being that Java stores code in files, whereas Smalltalk keeps it in the image. That's sort of true, and I'll get back to it, but, for a minute, just forget about code, it's not important (really!). What matters is objects.
The image is the place where the objects live. Technically, the image is a garbage-collected heap that can be saved to file, and later restored, thus saving and resuming the state of a computation. Technically that's true, but it isn't at all a helpful way to think about it. A more organic metaphor works much better. I think of the image as a deep, murky, pond where objects move around in the depths like fish. It's an important part of the metaphor that the objects are independent of me. Even if I designed and wrote the classes, once an object has been created it has an independent existence. I can talk to it, I can ask it to perform operations, but it is separate from me. In a sense it is "my" object, but it is only "mine" in the same way that a pet, or a rose bush, or a table, could be "mine".
The image is where the objects live. Not the code, the objects. We'll get back to the code in due course, but not yet. The Smalltalk environment is just a place where you can talk to objects; no more, no less. Oh, sure its got class browsers, debuggers, editors, etc, but that's all tinsel. What matters is that it is a place where you can interact with the objects.
I'll get back to the "tinsel" later too, but for now, I want to talk about the one part of the environment that isn't just a productivity aid: the workspaces. Workspaces are the medium through which you talk to objects. You can describe workspaces as "containing snippets of code" which you execute, but IMO that's exactly the wrong way to think of it. A better picture (slightly tongue-in-cheek) is as a kind of singles bar, where you can meet objects, talk to them, check them out, get to know them. Each workspace has a number of objects that are (temporarily) living there; they are the values of the variables in the workspace. In most cases they'll die when you close the workspace, but until you do they'll survive and you can talk to them. I keep some workspaces hanging around for days if they contain objects that are important for what I'm doing. The way you "talk" is by sending messages written in the Smalltalk programming language, but that's almost incidental. The important thing is that you are communicating with them using an interactive text-based medium, like using an IRC [chat] channel. [...]
Another way of interacting with objects is to use the Inspector(s). They give you a much more nuts-and-bolts, low-level, view of the object -- a more intimate view, if you like. I, personally, don't think that the Smalltalk world has yet woken up to what inspectors could be, but the current implementations (like "flipper" in Dolphin) do at least allow you to see inside the objects.I wish C++ had inspectors... but C++ throws away a lot of information when you compile the code. In the crappy debuggers that C++ programmers have to live with, we often can't view the run-time contents of an object properly and easily. The VC++ debugger for example, should be able to know that the object pointed to by a base-class pointer is actually an instance of a derived class, but it doesn't display the member variables that belong to the derived class -- just the member variables of the base class.
An image will contain many objects, some long lived (living, perhaps, for decades), most very short lived indeed. Some will be simple or trivial, like Strings and Points. Others will have complicated internal structures, and/or complicated behaviour. But they are all objects, and they all live in the image, and you talk to them in workspaces.
A Squeak Smalltalk image contains objects that have been "alive" since 1984 or earlier, because Squeak was derived from a Xerox/Apple implementation of Smalltalk-80. The objects in the image "sleep" when saved to disk, and awaken when restored from disk. This means that some objects in Squeak have been alive longer than some programmers have been.
Classes are one particularly interesting kind of object. Remember I'm still not talking about code (that comes later), I'm talking about the objects called classes. Just like any other objects, you can invite them to join you in a workspace:[I modified the code slightly here...]
aclass := String.
and then you can use the magical Smalltalk object-oriented IRC to talk to them:
aclass name. "--> #String" aclass allSubclasses size. "--> 3"
and so on. So classes are objects, and they live in the image.
Code is how we tell objects how to behave. It's text in the Smalltalk programming language. We're programmers so we care about code; when we wrote the tools for looking at objects, we naturally designed the tools so that we could also see the associated source code. For instance our special tool for looking at classes (the class hierarchy browser) allows us to see the source of the methods, to change the source and recompile, etc. That's natural for us as programmers. If we weren't programmers then we'd want different tools, and we'd be interested in talking to different objects. Such systems, built for non-programmers, are called "applications", but they are still just Smalltalk -- tools for talking to objects that live in an image. (A big difference is that the "image" of an application is typically not persistent, unlike the image of the IDE).
Back to code. Granted that the most important thing is the objects and how they behave, we still do care about the code. We want to organise it, back it up, put it under source code control, etc. A class is an object that lives in the image, but the source code for that class is something else. For all sorts of reasons, we want to keep that outside the image. The way that Dolphin organises source-code is via Packages. A package is a collection of the source code for classes and methods (and a few other things too, which don't matter here) that is kept outside the image in one or more files. You can load the package into the image, which will create an actual Package object, and class objects corresponding to the source-code. Or you can "uninstall" the package, which really means killing the Package object and the Class objects.
So a package is just a way of collecting related source-code together. [...] The package mechanism is relatively simple; it could be improved, but I find it adequate for my needs. Package files are text files, you can edit them with vi, or notepad, or whatever. Occasionally I do that if I want to make particularly sweeping changes to the source. Of course, if you do that then you have to install the changed version into the image before it'll do anything useful.
Notice how very different this way of thinking is from the way that even the best Java IDEs encourage you to think. When I started out in Smalltalk I was thinking of the IDE as if it was a Java IDE. I though of it as a tool that allowed me to write code, and had features to allow me to browse and test the code. After a year or so I realised that I'd turned the picture upside down completely, and in the process had revised my conception of what Object-Oriented programming is all about. As a Java (or C++) programmer I had pretty much thought my .java (and .cpp) files were the classes, and I thought that creating classes was what programming was about. I now think of the objects as being the important thing, and the classes as very secondary, hardly more than an implementation detail.
I feel that that has made me a better programmer. Of course it's not possible to know for sure, but if it has, then it all comes down to Smalltalk's workspaces...
The original message can be found here