Object Oriented Programming Concepts
It
is necessary to understand some of the concepts used extensively in
object-oriented programming. These include:
• Objects
• Classes
• Data abstraction and encapsulation
• Inheritance
• Polymorphism
• Dynamic binding
• Message passing
We shall discuss
these concepts in some detail in this section.
1)
Objects
Objects
are the basic run time entities in an object-oriented system. They may
represent a person, a place, a bank account, a table of data or any item that
the program has to handle. They may also represent user-defined data such as
vectors, time and lists. Programming problem is analyzed in term of objects and
the nature of communication between them. Program objects should be chosen such
that they match closely with the real-world objects. Objects take up space in
the memory and have an associated address like a record in Pascal, or a
structure in c.
When
a program is executed, the objects interact by sending messages to one another.
For example, if “customer” and “account” are to object in a program, then the
customer object may send a message to the count object requesting for the bank
balance. Each object contain data, and code to manipulate data. Objects can
interact without having to know details of each other’s data or code. It is a sufficient
to know the type of message accepted, and the type of response returned by the
objects.
2)
Classes
We
just mentioned that objects contain data, and code to manipulate that data. The
entire set of data and code of an object can be made a user-defined data type
with the help of class. In fact, objects are variables of the type class. Once
a class has been defined, we can create any number of objects belonging to that
class. Each object is associated with the data of type class with which they are
created. A class is thus a collection of objects similar types. For examples,
Mango, Apple and orange members of class fruit. Classes are user-defined that
types and behave like the built-in types of a programming language. The syntax
used to create an object is not different then the syntax used to create an
integer object in C. If fruit has been defines as a class, then the statement
Fruit
Mango;
Will
create an object mango belonging to the class fruit.
3)
Data Abstraction and Encapsulation
The
wrapping up of data and function into a single unit (called class) is known as encapsulation.
Data and encapsulation is the most striking feature of a class. The data is
not accessible to the outside world, and only those functions which are wrapped
in the class can access it. These functions provide the interface between the
object’s data and the program. This insulation of the data from direct access
by the program is called data hiding or information hiding.
Abstraction
refers to the act of representing essential features without including the
background details or explanation. Classes use the concept of abstraction and
are defined as a list of abstract attributes such as size, wait, and cost, and
function operate on these attributes. They encapsulate all the essential
properties of the object that are to be created.
The attributes are some time called data members because
they hold information. The functions that operate on these data are sometimes
called methods or member function.
1.5.4
Inheritance
Inheritance
is the process by which objects of
one class acquired the properties of objects of another classes. It supports
the concept of hierarchical classification. For example, the bird,
‘robin’ is a part of class ‘flying bird’ which is again a part of the class
‘bird’. The principal behind this sort of division is that each derived class
shares common characteristics with the class from which it is derived as
illustrated in figure below
In OOP, the concept of inheritance provides the idea
of reusability. This means that we can add additional features to an
existing class without modifying it. This is possible by deriving a new class
from the existing one. The new class will have the combined feature of both the
classes. The real appeal and power of the inheritance mechanism is that it
Allows the programmer to reuse a class i.e almost, but not exactly, what he
wants, and to tailor the class in such a way that it does not introduced any
undesirable side-effects into the rest of classes.
5)
Polymorphism
Polymorphism
is another important OOP concept.
Polymorphism, a Greek term, means the ability to take more than on form. An
operation may exhibit different behavior is different instances. The behavior
depends upon the types of data used in the operation. For example, consider the
operation of addition. For two numbers, the operation will generate a sum. If
the operands are strings, then the operation would produce a third string by
concatenation. The process of making an operator to exhibit different behaviors
in different instances is known as operator overloading.
Fig.below illustrates that a single function name can be used to handle different
number and different types of argument. This is something similar to a
particular word having several different meanings depending upon the context.
Using a single function name to perform different type of task is known as function
overloading.
Polymorphism
plays an important role in allowing objects having different internal
structures to share the same external interface. This means that a general
class of operations may be accessed in the same manner even though specific
action associated with each operation may differ. Polymorphism is extensively
used in implementing inheritance.
6) Dynamic Binding
Binding
refers to the linking of a procedure call to the code to be executed in
response to the call. Dynamic binding means that the code associated with a
given procedure call is not known until the time of the call at run time. It is
associated with polymorphism and inheritance. A function call associated with a
polymorphic reference depends on the dynamic type of that reference.
7) Message Passing
An
object-oriented program consists of a set of objects that communicate with each
other. The process of programming in an object-oriented language, involves the
following basic steps:
1. Creating classes that define object and their
behavior,
2. Creating objects from class definitions, and
3. Establishing communication among objects.
Objects
communicate with one another by sending and receiving information much the same
way as people pass messages to one another. The concept of message passing
makes it easier to talk about building systems that directly model or simulate
their real-world counterparts.A Message for an object is a request for
execution of a procedure, and therefore will invoke a function (procedure) in
the receiving object that generates the desired results. Message passing involves
specifying the name of object, the name of the function (message) and the
information to be sent.
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