What is an Object?(转载)

博客介绍了面向对象编程中对象的概念,对象是能执行特定动作、与程序其他部分交互的组件,可存储自身数据。还阐述了成员数据和成员函数,以及对象和实例的区别,通过中世纪视频游戏示例进行说明,如玩家和怪物对象及其实例。

Objects defined

       So what is an object? An object is a component of a program that knows how to perform certain actions and to interact with other pieces of the program. Functions have previously been described as "black boxes" that take an input and spit out an output. Objects can be thought of as "smart" black boxes. That is, objects can know how to do more than one specific task, and they can store their own set of data. Designing a program with objects allows a programmer to model the program after the real world. A program can be broken down into specific parts, and each of these parts can perform fairly simple tasks. When all of these simple pieces are meshed together into a program, it can produce a very complicated and useful application.

Let's say that we are writing a text-based medieval video game. Our video game will have two types of characters: the players and the monsters. A player has to know the values of certain attributes: health, strength, and agility. A player must also know what type of weapon and what type of armor they possess. A player must be able to move through a maze, attack a monster, and pick up treasure. So, to design this "player object", we must first separate data that the player object must know from actions that the player must know how to execute. The definition for a player object could be:

Player Object:
data:
    health
    strength
    agility
    type of weapon
    type of armor
actions:
    move
    attack monster
    get treasure
END;

Member Data and Member Functions

Data that an object keeps track of is called member data and actions that an object knows how to do are called member functions. Member data is very similar to variables in a regular function in the sense that no other object can get access to that data (unless given permission by the object). Member data keeps its values over the life of an object.

Objects and Instances

There is a very important distinction between an object and an instance of an object. An object is actually a definition, or a template for instances of that object. An instance of an object is an actual thing that can be manipulated. For instance, we could define a Person object, which may include such member data as hair color, eye color, height, weight, etc. An instance of this object could be "Dave" and Dave has values for hair color, eye color, etc. This allows for multiple instances of an object to be created. Let's go back to the medieval video game example and define the monster object.

Monster Object:
data:
   health
   skin thickness
   claws
   tail spikes
actions:
   move
   attack player with claws
   attack player with tail
END;

Now, our game could have one instance of a player:

Player Instance #1:
data:
    health = 16
    strength = 12
    agility = 14
    type of weapon = "mace"
    type of armor = "leather"
END;
and our game could have two instances of monsters:
a tough one:and a weak one:
Monster Instance #1:
data:
   health = 21
   skin thickness = 20
   claws = "sharp"
   tail spikes = "razor sharp"
END;
Monster Instance#2:
data:
   health = 9
   skin thickness = 5
   claws = "dull"
   tail spikes = "quite dull"
END;
Notice how an instance of an object contains information on member data, but holds nothing about member functions. Every instance of the Monster object performs "attack player" the same way. There is a series of steps in this member function. But each instance of the monster has its own value for the member data. In the preceding example, we can tell the two monsters in our game apart, because of their member data. One monster is tough and the other monster is weak.

Let's say that we had a "Battle" function in our game. The pseudocode for it may go something like the following:

Function Battle(parameters: _player = the Player Object instance
                            _monster = the Monster Object instance)
   turn = PLAYER; 
   while ((_player's health > 0) AND (_monster's health > 0)) {
      if (turn == PLAYER){      
         player attack's monster;
         turn = MONSTER;
      }
      else {
         monster attack's player
         turn = PLAYER;
      }
   }
} // END FUNCTION Battle

In the "attack" phase, the attacking person would somehow deduct points from the defending person. Let's say that the player was fighting with the weaker monster. The weaker monster's health value is 9. If the player attacked the monster and did 5 points of damage to the monster, the monster's new health value would be 4. The monster keeps this value as its health value until it is undated again. So if the monster ran away at this point, and later in the game, the player discovered the weaker monster again, it's health value would still be 4.

Summary

Objects are ways of bundling parts of programs into small, manageable pieces. Objects are simply a definition for a type of data to be stored. An instance of an object contains meaningful information, these are manipulated by the program. There can be more than one instance of an object. Instances of objects keep track of information, called member data, or instance variables. This data is kept track of by the instance until it no longer exists. Object instances also know how to perform certain functions, called member functions, or class functions. Every instance of an object performs the same steps when carrying out a member function, although the steps can be influenced by the instances' present member data.
### AI 对齐的概念 AI 对齐(AI Alignment)是指确保人工智能力图实现的目标与其开发者或社会所期望的目标一致的过程[^1]。这意味着不仅需要让人工智能具备强大的功能,还需要保证其行为符合伦理道德标准并服务于人类的利益。 在讨论 AGI(Artificial General Intelligence)时,AI 对齐尤为重要,因为一旦 AGI 达到甚至超越人类水平的能力,任何目标偏差都可能导致不可预测的后果[^3]。因此,研究者们致力于开发技术手段来验证和校准这些系统的意图与行动方向,使其始终遵循预定的价值观框架。 具体来说,AI 对齐包括以下几个方面: - **目标设定**:明确界定希望机器完成的任务及其边界条件。 - **价值传递**:将复杂的人类价值观安全有效地传达给算法模型。 - **安全性保障**:构建防护机制防止意外发生或者恶意利用情况出现。 此外,在实际应用层面也需要考虑如何赢得公众对于此类高度智能化实体的信任问题[^2]。这通常涉及到透明度增加、责任归属清晰化等方面的工作。 ```python def align_ai_with_human_values(ai_model, human_preferences): """ A hypothetical function to demonstrate the process of aligning an AI model with given human preferences. Parameters: ai_model (object): The instance of the artificial intelligence system being aligned. human_preferences (dict): Dictionary containing key-value pairs representing various aspects of desired behavior. Returns: bool: Whether successful alignment was achieved based on provided criteria. """ try: # Load predefined safety protocols into memory before proceeding further steps load_safety_protocols() for preference_key, preferred_value in human_preferences.items(): current_setting = getattr(ai_model.settings, preference_key) if not compare_settings(current_setting, preferred_value): adjust_parameter(ai_model.parameters[preference_key], target=preferred_value) validate_final_configuration(ai_model) return True except Exception as e: handle_error(e) rollback_changes(ai_model) return False ``` #### 注意事项 尽管上述代码仅为示意性质,并不代表真实世界中的具体实施方案;但它展示了通过编程方式调整参数以达成某种形式上的“对齐”的基本思路。
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