Object Oriented Programming
OO based programming helps create modular robust software
systems which can be easily ported and can be modified to use
better software patterns.
Classand
A class defines the abstract characteristics of a thing
(object), including the thing's characteristics (its
attributes, fields or properties) and the thing's behaviors
(the things it can do or methods or features). For example, the
class Dog would consist of traits shared by all dogs, such as
breed and fur color (characteristics), and the ability to bark
(behavior). 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.
Objectand
A particular instance of a class. The class of Dog defines all
possible dogs by listing the characteristics and behaviors 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.The object consists of state and the behaviour that's
defined in the object's class.
Methodand
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 passingand
"The process by which an object sends data to another object
or asks the other object to invoke a method." Also known to
some programming languages as interfacing. Lassie may give
another dog one of her bones.
Inheritanceand
"Subclasses" are more specialized versions of a class,
which inherit attributes and behaviors from their parent
classes, and can introduce their own.
For example, the class Dog might have sub-classes called
Collie, Chihuahua, and GoldenRetriever. In this case, Lassie
would be an instance of the Collie subclass. Suppose the Dog
class defines a method called bark() and a property called
furColor. Each of its sub-classes (Collie, Chihuahua, and
GoldenRetriever) will inherit these members, meaning that the
programmer only needs to write the code for them once.
Each subclass can alter its inherited traits. For example, the
Collie class might specify that the default furColor for a
collie is brown-and-white.
The Chihuahua subclass might specify that the bark() method
produces a high-pitched by default. Subclasses can also add new
members. The Chihuahua subclass could add a method called
tremble(). So an individual chihuahua instance would use a
high-pitched bark() from the Chihuahua subclass, which in turn
inherited the usual bark() from Dog. The chihuahua object would
also have the tremble() method, but Lassie would not, because
she is a Collie, not a Chihuahua. In fact, inheritance is an
"is-a" relationship: Lassie is a Collie. A Collie is a Dog.
Thus, Lassie inherits the members of both Collies and
Dogs.
Multiple inheritance is inheritance from more than one
ancestor class, neither of these ancestors being an ancestor of
the other. For example, independent classes could define Dogs
and Cats, and a Chimera object could be created from these two
which inherits all the (multiple) behavior of cats and dogs.
This is not always supported, as it can be hard both to
implement and to use well.
Encapsulationand
Encapsulation conceals the functional details of a class from
objects that send messages to it.
For example, the Dog class has a bark() method. The code for
the bark() method defines exactly how a bark happens (e.g., by
inhale() and then exhale(), at a particular pitch and volume).
Timmy, Lassie's friend, however, does not need to know exactly
how she barks. Encapsulation is achieved by specifying which
classes may use the members of an object. The result is that
each object exposes to any class a certain interface those
members accessible to that class. The reason for encapsulation
is to prevent clients of an interface from depending on those
parts of the implementation that are likely to change in
future, thereby allowing those changes to be made more easily,
that is, without changes to clients. For example, an interface
can ensure that puppies can only be added to an object of the
class Dog by code in that class.
Members are often specified as public, protected or private,
determining whether they are available to all classes,
sub-classes or only the defining class. Some languages go
further: Java uses the
default access modifier to restrict access also to classes in
the same package, C# and VB.NET reserve some members to classes
in the same assembly using keywords internal (C#) or Friend
(VB.NET), and Eiffel and C++ allows one to specify which
classes may access any member.
Abstractionand
Abstraction is simplifying complex reality by modeling classes
appropriate to the problem, and working at the most appropriate
level of inheritance for a given aspect of the problem.
For example, Lassie the Dog may be treated as a Dog much of
the time, a Collie when necessary to access Collie-specific
attributes or behaviors, and as an Animal (perhaps the parent
class of Dog) when counting Timmy's pets.
Abstraction is also achieved through Composition. For example,
a class Car would be made up of an Engine, Gearbox, Steering
objects, and many more components. To build the Car class, one
does not need to know how the different components work
internally, but only how to interface with them, i.e., send
messages to them, receive messages from them, and perhaps make
the different objects composing the class interact with each
other.
Polymorphismand
Polymorphism allows you to treat derived class members just
like their parent class's members. More precisely, Polymorphism
in object-oriented programming is the ability of objects
belonging to different data types to respond to method calls of
methods of the same name, each one according to an appropriate
type-specific behavior. One method, or an operator such as +,
-, or *, can be abstractly applied in many different
situations. If a Dog is commanded to speak(), this may elicit a
Bark. However, if a Pig is commanded to speak(), this may
elicit an Oink. They both inherit speak() from Animal, but
their derived class methods override the methods of the parent
class; this is Overriding Polymorphism. Overloading
Polymorphism is the use of one method signature, or one
operator such as "+", to perform several different functions
depending on the implementation.and
The "+" operator, for example, may be used to perform
integer addition, float addition, list concatenation, or string
concatenation. Any two subclasses of Number, such as Integer
and Double, are expected to add together properly in an OOP
language. The language must therefore overload the
concatenation operator, "+", to work this way. This helps
improve code readability. How this is implemented varies from
language to language, but most OOP languages support at least
some level of overloading polymorphism. Many OOP languages also
support Parametric Polymorphism, where code is written without
mention of any specific type and thus can be used transparently
with any number of new types. Pointers are an example of a
simple polymorphic routine that can be used with many different
types of objects.
Not all of the above concepts are to be found in all
object-oriented programming languages, and so object-oriented
programming that uses classes is called sometimes class-based
programming. In particular, prototype-based programming does
not typically use classes. As a result, a significantly
different yet analogous terminology is used to define the
concepts of object and instance, although there are no objects
in these languages.