Introduction:
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.
Concepts:
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, operations or features). One might say that a class is a blueprint or factory that describes the nature of something. 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 and sit (behaviors). 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 (generally using encapsulation). 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 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 Lassie
object 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.
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()
or walk()
. Within the program, using a method usually affects only one particular object; all Dog
s can bark, but you need only 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.” Also known to some programming languages as interfacing. E.g. the object called Breeder
may tell the Lassie
object to sit by passing a 'sit' message which invokes Lassie's 'sit' method. The syntax varies between languages, for example: [Lassie sit]
in Objective-C. In Java code-level message passing corresponds to "method calling".
Inheritance
‘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 pitch 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 methods of both Collie
s and Dog
s.
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 Dog
s and Cat
s, 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.
Encapsulation
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. Java uses the default access modifier to restrict access also to classes in the same package.
Abstraction
Abstraction is simplifying complex reality by modelling 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.
Polymorphism
Polymorphism allows you to treat derived class members just like their parent class' 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. 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.
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