Object-oriented programming (OOP)

Автор: Пользователь скрыл имя, 15 Февраля 2013 в 17:12, реферат

Описание работы

Object-oriented programming (OOP) is a programming paradigm that represents concepts as "objects" that have data fields (attributes that describe the object) and associated procedures known as methods. Objects, which are usually instances of classes, are used to interact with one another to design applications and computer programs.

Работа содержит 1 файл

OOP.docx

— 59.36 Кб (Скачать)

 

 

 

 

 

 

 

 

 

“Object-oriented programming (OOP)”

 

 

 

 

 

 

 

 

                                                                                     Myrzay Kuanysh (ISS-111)

Object-oriented programming (OOP) is a programming paradigm that represents concepts as "objects" that have data fields (attributes that describe the object) and associated procedures known as methods. Objects, which are usually instances of classes, are used to interact with one another to design applications and computer programs.

History

The terms "objects" and "oriented" in something like the modern sense of object-oriented programming seem to make their first appearance at MIT in the late 1950s and early 1960s. In the environment of the artificial intelligence group, as early as 1960, "object" could refer to identified items (LISP atoms) with properties (attributes); Alan Kay was later to cite a detailed understanding of LISP internals as a strong influence on his thinking in 1966. Another early MIT example was Sketchpad created by Ivan Sutherland in 1960–61; in the glossary of the 1963 technical report based on his dissertation about Sketchpad, Sutherland defined notions of "object" and "instance" (with the class concept covered by "master" or "definition"), albeit specialized to graphical interaction. Also, an MIT ALGOL version, AED-0, linked data structures ("plexes", in that dialect) directly with procedures, prefiguring what were later termed "messages", "methods" and "member functions".

Objects as a formal concept in programming were introduced in the 1960s in Simula 67, a major revision of Simula I, a programming language designed for discrete event simulation, created byOle-Johan Dahl and Kristen Nygaard of the Norwegian Computing Center in Oslo. Simula 67 was influenced by SIMSCRIPT and C.A.R. "Tony" Hoare's proposed "record classes". Simula introduced the notion of classes and instances or objects (as well as subclasses, virtual methods, coroutines, and discrete event simulation) as part of an explicit programming paradigm. The language also used automatic garbage collection that had been invented earlier for the functional programming language Lisp. Simula was used for physical modeling, such as models to study and improve the movement of ships and their content through cargo ports. The ideas of Simula 67 influenced many later languages, including Smalltalk, derivatives of LISP (CLOS), Object Pascal, and C++.

The Smalltalk language, which was developed at Xerox PARC (by Alan Kay and others) in the 1970s, introduced the term object-oriented programming to represent the pervasive use of objects and messages as the basis for computation. Smalltalk creators were influenced by the ideas introduced in Simula 67, but Smalltalk was designed to be a fully dynamic system in which classes could be created and modified dynamically rather than statically as in Simula 67. Smalltalk and with it OOP were introduced to a wider audience by the August 1981 issue of Byte Magazine.

In the 1970s, Kay's Smalltalk work had influenced the Lisp community to incorporate object-based techniques that were introduced to developers via the Lisp machine. Experimentation with various extensions to Lisp (like LOOPS and Flavors introducing multiple inheritance and mixins), eventually led to the Common Lisp Object System (CLOS, a part of the first standardized object-oriented programming language, ANSI Common Lisp), which integrates functional programming and object-oriented programming and allows extension via a Meta-object protocol. In the 1980s, there were a few attempts to design processor architectures that included hardware support for objects in memory but these were not successful. Examples include the Intel iAPX 432 and the Linn Smart Rekursiv.

In 1985, Bertrand Meyer produced the first design of the Eiffel language. Focused on software quality, Eiffel is among the purely object-oriented languages, but differs in the sense that the language itself is not only a programming language, but a notation supporting the entire software lifecycle. Meyer described the Eiffel software development method, based on a small number of key ideas from software engineering and computer science, in Object-Oriented Software Construction. Essential to the quality focus of Eiffel is Meyer's reliability mechanism, Design by Contract, which is an integral part of both the method and language.

Object-oriented programming developed as the dominant programming methodology in the early and mid 1990s when programming languages supporting the techniques became widely available. These included Visual FoxPro 3.0. C++, and Delphi. Its dominance was further enhanced by the rising popularity of graphical user interfaces, which rely heavily upon object-oriented programming techniques. An example of a closely related dynamic GUI library and OOP language can be found in the Cocoa frameworks on Mac OS X, written in Objective-C, an object-oriented, dynamic messaging extension to C based on Smalltalk. OOP toolkits also enhanced the popularity of event-driven programming (although this concept is not limited to OOP). Some feel that association with GUIs (real or perceived) was what propelled OOP into the programming mainstream.

At ETH Zürich, Niklaus Wirth and his colleagues had also been investigating such topics as data abstraction and modular programming (although this had been in common use in the 1960s or earlier). Modula-2 (1978) included both, and their succeeding design, Oberon, included a distinctive approach to object orientation, classes, and such. The approach is unlike Smalltalk, and very unlike C++.

Object-oriented features have been added to many existing languages during that time, including Ada, BASIC, Fortran, Pascal, and others. Adding these features to languages that were not initially designed for them often led to problems with compatibility and maintainability of code.

More recently, a number of languages have emerged that are primarily object-oriented yet compatible with procedural methodology, such as Python and Ruby. Probably the most commercially important recent object-oriented languages are Visual Basic.NET (VB.NET) and C#, both designed for Microsoft's .NET platform, and Java, developed by Su Microsystems. Both frameworks show the benefit of using OOP by creating an abstraction from implementation in their own way. VB.NET and C# support cross-language inheritance, allowing classes defined in one language to subclass classes defined in the other language. Developers usually compile Java to bytecode, allowing Java to run on any operating system for which a Java virtual machine is available. VB.NET and C# make use of the Strategy pattern to accomplish cross-language inheritance, whereas Java makes use of the Adapter pattern.

Just as procedural programming led to refinements of techniques such as structured programming, modern object-oriented software design methods include refinements such as the use of design patterns, design by contract, and modeling languages (such as UML).

 

 

Fundamental features and concepts

 

Benjamin C. Pierce and some other researchers view as futile any attempt to distill OOP to a minimal set of features. He nonetheless identifies fundamental features that support the OOP programming style in most object-oriented languages:

  • Dynamic dispatch – when a method is invoked on an object, the object itself determines what code gets executed by looking up the method at run time in a table associated with the object. This feature distinguishes an object from an abstract data type (or module), which has a fixed (static) implementation of the operations for all instances. It is a programming methodology that gives modular component development while at the same time being very efficient.
  • Encapsulation (or multi-methods, in which case the state is kept separate)
  • Subtype polymorphism
  • Object inheritance (or delegation)
  • Open recursion – a special variable (syntactically it may be a keyword), usually called this or self, that allows a method body to invoke another method body of the same object. This variable is late-bound; it allows a method defined in one class to invoke another method that is defined later, in some subclass thereof.

Similarly, in his 2003 book, Concepts in programming languages, John C. Mitchell identifies four main features: dynamic dispatch, abstraction, subtype polymorphism, and inheritance. Michael Lee Scott in Programming Language Pragmatics considers only encapsulation, inheritance and dynamic dispatch.

Additional concepts used in object-oriented programming include:

  • Classes of objects
  • Instances of classes
  • Methods which act on the attached objects.
  • Message passing
  • Abstraction

 

Additional features

Encapsulation Enforces Modularity

Encapsulation is refers to the creation of self-contained modules that bind processing functions to the data. These user-defined data types are called "classes," and one instance of a class is an "object." For example, in a payroll system, a class could be Manager, and Pat and Jan could be two instances (two objects) of the Manager class. Encapsulation ensures good code modularity, which keeps routines separate and less prone to conflict with each other.

Inheritance Passes "Knowledge" Down

Classes are created in hierarchies, and inheritance allows the structure and methods in one class to be passed down the hierarchy. That means less programming is required when adding functions to complex systems. If a step is added at the bottom of a hierarchy, then only the processing and data associated with that unique step needs to be added. Everything else about that step is inherited. The ability to reuse existing objects is considered a major advantage of object technology.

Polymorphism Takes any Shape

Object-oriented programming allows procedures about objects to be created whose exact type is not known until runtime. For example, a screen cursor may change its shape from an arrow to a line depending on the program mode. The routine to move the cursor on screen in response to mouse movement would be written for "cursor," and polymorphism allows that cursor to take on whatever shape is required at runtime. It also allows new shapes to be easily integrated.

OOP Languages

Simula (1967) is generally accepted as the first language to have the primary features of an object-oriented language. It was created for making simulation programs, in which what came to be called objects were the most important information representation. Smalltalk (1972 to 1980) is arguably the canonical example, and the one with which much of the theory of object-oriented programming was developed. Concerning the degree of object orientation, the following distinctions can be made:

  • Languages called "pure" OO languages, because everything in them is treated consistently as an object, from primitives such as characters and punctuation, all the way up to whole classes, prototypes, blocks, modules, etc. They were designed specifically to facilitate, even enforce, OO methods. Examples: Eiffel, Emerald.,[21] JADE, Obix, Ruby, Scala, Smalltalk
  • Languages designed mainly for OO programming, but with some procedural elements. Examples: C++, Java, C#, VB.NET, Python.
  • Languages that are historically procedural languages, but have been extended with some OO features. Examples: Visual Basic (derived from BASIC), Fortran, Perl, COBOL 2002, PHP, ABAP.
  • Languages with most of the features of objects (classes, methods, inheritance, reusability), but in a distinctly original form. Examples: Oberon (Oberon-1 or Oberon-2) and Common Lisp.
  • Languages with abstract data type support, but not all features of object-orientation, sometimes called object-based languages. Examples: Modula-2, Pliant, CLU.

Design patterns

Challenges of object-oriented design are addressed by several methodologies. Most common is known as the design patterns codified by Gamma et al.. More broadly, 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.

Inheritance and behavioral subtyping

It is intuitive to assume that inheritance creates a semantic "is a" relationship, and thus to infer that objects instantiated from subclasses can always be safely used instead of those instantiated from the superclass. This intuition is unfortunately false in most OOP languages, in particular in all those that allow mutable objects. Subtype polymorphism as enforced by the type checker in OOP languages (with mutable objects) cannot guarantee behavioral subtyping in any context. Behavioral subtyping is undecidable in general, so it cannot be implemented by a program (compiler). Class or object hierarchies need to be carefully designed considering possible incorrect uses that cannot be detected syntactically. This issue is known as the Liskov substitution principle.

Gang of Four design patterns

 

Design Patterns: Elements of Reusable Object-Oriented Software is an influential book published in 1995 by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, often referred to humorously as 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. As of April 2007, the book was in its 36th printing.

The book describes the following patterns:

Creational patterns (5): Factory method pattern, Abstract factory pattern, Singleton pattern, Builder pattern, Prototype pattern

Structural patterns (7): Adapter pattern, Bridge pattern, Composite pattern, Decorator pattern, Facade pattern, Flyweight pattern, Proxy pattern

Behavioral patterns (11): Chain-of-responsibility pattern, Command pattern, Interpreter pattern, Iterator pattern, Mediator pattern, Memento pattern, Observer pattern, State pattern, Strategy pattern, Template method pattern, Visitor pattern...

Object-orientation and databases

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. The problem of bridging object-oriented programming accesses and data patterns with relational databases is known as Object-Relational impedance mismatch. There are a number of approaches to cope with this problem, but no general solution without downsides. One of the most common approaches is object-relational mapping, as found in libraries like Java Data Objects and Ruby on Rails' ActiveRecord.

There are also object databases that can be used to replace RDBMSs, but these have not been as technically and commercially successful as RDBMSs.

Real-world modeling and relationships

OOP can be used to associate real-world objects and processes with digital counterparts. However, not everyone agrees that OOP facilitates direct real-world mapping (see Negative Criticism section) or that real-world mapping 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 some part of the world; "Reality is a cousin twice removed". At the same time, some principal limitations of OOP had been noted. For example, the Circle-ellipse problem is difficult to handle using OOP's concept of inheritance.

However, Niklaus Wirth (who popularized the adage now known as Wirth's law: "Software is getting slower more rapidly than hardware becomes faster") said of OOP in his paper, "Good Ideas through the Looking Glass", "This paradigm closely reflects the structure of systems 'in the real world', and it is therefore well suited to model complex systems with complex behaviours" (contrast KISS principle).

Steve Yegge and others noted that natural languages lack the OOP approach of strictly prioritizing things (objects/nouns) before actions (methods/verbs). This problem may cause OOP to suffer more convoluted solutions than procedural programming.

OOP and control flow

OOP was developed to increase the reusability and maintainability of source code. Transparent representation of the control flow had no priority and was meant to be handled by a compiler. With the increasing relevance of parallel hardware and multithreaded coding, developer transparent control flow becomes more important, something hard to achieve with OOP.

Responsibility- vs. data-driven design

Responsibility-driven design defines classes in terms of a contract, that is, a class should be defined around a responsibility and the information that it shares. This is contrasted by Wirfs-Brock and Wilkerson with data-driven design, where classes are defined around the data-structures that must be held. The authors hold that responsibility-driven design is preferable.

Object Oriented Programming - Code Gallery


Информация о работе Object-oriented programming (OOP)