Object-oriented programming
(OOP) is a programming paradigm that uses
"objects" to design applications and computer programs. It utilizes
several techniques from previously established paradigms, including
inheritance, modularity, polymorphism, and encapsulation. Today, many popular
programming languages (such as Ada, C++, Delphi, Java, Lisp, SmallTalk,
Perl, PHP, Python, Ruby, VB.Net, Visual FoxPro, and Visual Prolog) support
OOP.
Object-oriented
programming's roots reach all the way back to the 1960s, when the nascent field
of software engineering had begun to discuss the idea of a software crisis. As
hardware and software became increasingly complex, how could software quality
be maintained? Object-oriented programming addresses this problem by strongly
emphasizing modularity in software. The Simula programming language was the
first to introduce the concepts underlying object-oriented programming
(objects, classes, subclasses, virtual methods, coroutines, garbage
collection and discrete event simulation) as a superset of Algol.
Smalltalk was the first programming language to be called
"object-oriented".
Object-oriented programming
may be seen as a collection of cooperating objects, as opposed to
a traditional view in which a program may be seen as a list of
instructions to the computer. In OOP, each object is capable of receiving
messages, processing data, and sending messages to other objects. Each object
can be viewed as an independent little machine with a distinct role or
responsibility. Object-oriented programming came into existence because human
consciousness, understanding and logic are highly object-oriented. By way of
"objectifying" software modules, it is intended to promote
greater flexibility and maintainability in programming, and is widely popular
in large-scale software engineering. By virtue of its strong emphasis on
modularity, object oriented code is intended to be simpler to develop and
easier to understand later on, lending itself to more direct analysis, coding,
and understanding of complex situations and procedures than less modular
programming methods.
A survey of computing
literature, identified a number of "quarks," or fundamental concepts,
identified in the strong majority of definitions of OOP. They are:
Class
A class defines the
abstract characteristics of a thing (object), including the thing's
characteristics (its attributes or properties) and the things it can do (its
behaviors or methods or features). For example, the class Dog would consist of
traits shared by all dogs, for example breed, fur color, and the ability to
bark. Classes provide modularity and structure in an object-oriented
computer program. A class should typically be recognizable to a non-programmer
familiar with the problem domain, meaning that the characteristics of the class
should make sense in context. Also, the code for a class should be
relatively self-contained. Collectively, the properties and methods defined by
a class are called members.
Object
A particular instance of a
class. The class of Dog defines all possible dogs by listing the
characteristics that they can have; the object Lassie is one particular dog,
with particular versions of the characteristics. A Dog has fur; Lassie has
brown-and-white fur. In programmer jargon, the object Lassie is an instance of
the Dog class. The set of values of the attributes of a particular object is
called its state.
Method
An object's abilities.
Lassie, being a Dog, has the ability to bark. So bark() is one of Lassie's
methods. She may have other methods as well, for example sit() or eat(). Within
the program, using a method should only affect one particular object; all Dogs
can bark, but you need one particular dog to do the barking.
Message
Passing
"The process by which
an object sends data to another object or asks the other object to invoke a
method."
Inheritance
Inheritance is
the process by which one object acquires the properties of another object.
Encapsulation
Encapsulation is the
process of compartmentalizing the elements of an abstraction that constitute
its structure and behavior; encapsulation serves to separate the
contractual interface of an abstraction and its implementation.
In short, Encapsulation:
- · Hides the implementation details of a class.
- · Forces the user to use an interface to access data.
- · Makes the code more maintainable.
Polymorphism
Polymorphism is
the existence of the classes or methods in different forms or single name
denoting different implementations.
Abstraction
Abstraction denotes the
essential characteristics of an object that distinguish it from all other kinds
of objects and thus provide crisply defined conceptual boundaries, relative to
the perspective of the viewer.
OOP in scripting
In recent years,
object-oriented programming has become especially popular in scripting
programming languages. Python and Ruby are scripting languages built on OOP
principles, while Perl and PHP have been adding object oriented features since
Perl 5 and PHP 4. The Document Object Model of HTML, XHTML, and XML documents
on the Internet have bindings to the popular JavaScript/ECMAScript language.
JavaScript is perhaps the best known prototype-based programming language.
Problems and Patterns
There are a number of
programming challenges which a developer encounters regularly in
object-oriented design. There are also widely accepted solutions to these
problems. The best known are the design patterns codified by Gamma et al, but
in a more general sense the term "design patterns" can be used to
refer to any general, repeatable solution to a commonly occurring problem in
software design. Some of these commonly occurring problems have implications
and solutions particular to object-oriented development.
Gang of Four Design Patterns
Design Patterns: Elements
Reusable Object-Oriented Software is an influential book published in
1995 by Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides, sometimes
casually called the "Gang of Four." Along with exploring the
capabilities and pitfalls of object-oriented programming, it describes 23
common programming problems and patterns for solving them.
Object-orientation and database
Both object-oriented
programming and relational database management systems (RDBMSs) are
extremely common in software today. Since relational databases don't store
objects directly (though some RDBMSs have object-oriented features to
approximate this), there is a general need to bridge the two worlds. There are
a number of widely used solutions to this problem. One of the most common is
object-relational mapping, as found in libraries like Java Data Objects, and
Ruby on Rails' ActiveRecord. There are also object databases which can be used
to replace RDBMSs, but these have not been as commercially successful as
RDBMSs.
Matching real world
OOP can be used to
translate from real-world phenomena to program elements (and vice versa). OOP
was even invented for the purpose of physical modelling in the Simula-67
programming language. However, not everyone agrees that direct real-world
mapping is facilitated by OOP, or is even a worthy goal; Bertrand Meyer argues
in Object-Oriented Software Construction that a program is not a model of the
world but a model of a model of some part of the world; "Reality is a
cousin twice removed".
Formal definition
There have been several
attempts at formalizing the concepts used in object-oriented programming. The
following concepts and constructs have been used as interpretations of OOP
concepts: co algebraic data types existential quantification
and modules recursion records and record extensions F-bounded
polymorphism Attempts to find a consensus definition or theory behind objects
have not proven very successful, and often diverge widely. For example, some
definitions focus on mental activities, and some on mere program structuring.
One of the simpler definitions is that OOP is the act of using "map"
data structures or arrays that can contain functions and pointers to other
maps, all with some syntactic and scoping sugar on top. Inheritance can be
performed by cloning the maps (sometimes called "prototyping").
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