Object-oriented programming (OOP)
Object-Oriented Programming Paradigm
The major motivating factor in the invention of object-oriented approach is to remove some of the flaws encountered in the procedural approach. OOP treats data as a critical element in the program development and does not allow it to flow freely around the system. It ties data more closely to the functions that operate on it, and protects it from accidental modification from outside functions. OOP allows decomposition of a problem into a number of entities called objects and then builds data and functions around these objects. The organization of data and functions in object-oriented programs is shown in Fig. 1.6. The data of an object can be accessed only by the functions associated with that object. However, functions of one object can access the functions of other objects.
Some of the striking features of object-oriented programming are:
• Emphasis is on data rather than procedure.
• Programs are divided into what are known as objects.
• Data structures are designed such that they characterize the objects.
• Functions that operate on the data of an object are tied together in the data struc ture.
• Data is hidden and cannot be accessed by external functions.
• Objects may communicate with each other through functions.
• New data and functions can be easily added whenever necessary.
• Follows bottom-up approach in program design.
Object-oriented programming is the most recent concept among programming paradigms and still means different things to different people. It is therefore important to have a working definition of object-oriented programming before we proceed further. We define "object oriented programming as an approach that provides a way of modularizing programs by creating partitioned memory area for both data and functions that can be used as templates for creating copies of such modules on demand." Thus, an object is considered to be a partitioned area of computer memory that stores data and set of operations that can access that data. Since the memory partitions are independent, the objects can be used in a variety of different programs without modifications.
Basic Concepts of Object-Oriented Programming
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.
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 in analyzed in terms 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 two objects in a program, then the customer object may send a message to the account object requesting for the bank balance. Each object contains data, and code to manipulate the data. Objects can interact without having to know details of each other's data or code. It is sufficient to know the type of message accepted, and the type of response returned by the objects. Although different authors represent them differently . The two notations that are popularly used in object.
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 a 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 of similar type. For example, mango, apple and orange are members of the class fruit. Classes are user-defined data types and behave like the built-in types of a programming language. The syntax used to create an object is no different than the syntax used to create an integer object in C. If fruit has been defined as a class, then the statement
fruit mango:
will create an object mango belonging to the class fruit.
Data Abstraction and Encapsulation
The wrapping up of data and functions into a single unit (called class is known as encapsulation. Data 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 explanations. Classes use the concept of abstraction and are defined as a list of abstract attributes such as size, weight and cost, and functions to operate on these attributes. They encapsulate all the essential properties of the objects that are to be created. The attributes are sometimes called data members because they hold information. The functions that operate on these data are sometimes called methods or member functions.
Since the classes use the concept of data abstraction, they are known as Abstract Data Types (ADT).
Inheritance
Inheritance is the process by which objects of one class acquire the properties of objects of another class. It supports the concept of hierarchical classification. For example, the bird 'robin' is a part of the class 'flying bird' which is again a part of the class bird'. The principle behind this sort of division is that each derived class shares common characteristics with the class from which it is derived .
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 features of both the classes. The real appeal and power of the inheritance mechanism is that it allows the programmer to reuse a class that is almost, but not exactly, what he wants, and to tailor the class in such a way that it does not introduce any undesirable side-effects into the rest of the classes.
Polymorphism
Polymorphism is another important OOP concept. Polymorphism, a Greek term, means the ability to take more than one form. An operation may exhibit different behaviours in different instances. The behaviour 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 behaviours in different instances is known as operator overloading.
A single function name can be used to handle different number and different types of arguments. This is something similar to a particular word having several different meanings depending on the context. Using a single function name to perform different types of tasks 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 actions associated with each operation may differ. Polymorphism is extensively used in implementing inheritance.
Dynamic Binding
Binding refers to the linking of a procedure call to the code to be executed in response to the call. Dynamic binding (also known as late 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.
Consider the procedure "draw". By inheritance, every object will have this procedure. Its algorithm is, however, unique to each object and so the draw procedure will be redefined in each class that defines the object. At run-time, the code matching the object under current reference will be called.
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, therefore, involves the following basic steps:
1. Creating classes that define objects and their behaviour,
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 result. Message passing involves specifying the name of the object, the name of the function (message) and the information to be sent. Example: Objects have a life cycle. They can be created and destroyed. Communication with an object is feasible as long as it is alive.
Benefits of OOP
Object-based programming is the style of programming that primarily supports encapsulation and object identity. Major features that are required for object-based programming are:
- Data encapsulation
- Data hiding and access mechanisms
- Automatic initialization and clear-up of objects
- Operator overloading
Languages that support programming with objects are said to be object-based programming languages. They do not support inheritance and dynamic binding. Ada is a typical object based programming language. Object-oriented programming incorporates all of object-based programming features along with two additional features, namely, inheritance and dynamic binding. Object-oriented programming can therefore be characterized by the following statement:
Object-based features + inheritance + dynamic binding
Languages that support these features include C++, Smalltalk, Object Pascal and Java. There are a large number of object-based and object-oriented programming languages.
All languages provide for polymorphism and data hiding. However, many of them do not provide facilities for concurrency, persistence and genericity. Eiffel, Ada and C++ provide generic facility which is an important construct for supporting reuse. However, persistence (a process of storing objects) is not fully supported by any of them. In Smalltalk, though the entire current execution state can be saved to disk, yet the individual objects cannot be saved to an external file.
Commercially, C++ is only 10 years old, Smalltalk and Objective C 13 years old, and Java only 5 years old. Although Simula has existed for more than two decades, it has spent most of its life in a research environment. The field is so new, however, that it should not be judged too harshly.
Use of a particular language depends on characteristics and requirements of an application, organisational impact of the choice, and reuse of the existing programs. C++ has now become the most successful, practical, general purpose OOP language, and is widely used in industry today.



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