| OOPS What are
they? |
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OOPS stands for object
oriented programs / or
programming.
There
have been many approaches developed to utilise object-oriented
languages in recent years. As a consequence, it is a little difficult to give a definition of exactly what object-oriented
programming is. Any programming language that provides a way to
exploit 'packaging' of objects (technically called
encapsulation)
is to some degree 'object-based'. So, perhaps one way in which a
language could be considered more 'object-based' than another is
by considering how uniformly the object model is applied.
Object-based languages support objects as a language feature,
but do not contain something we call code re-use
mechanisms.
Object oriented languages support both encapsulation and
re-use. This is sometimes used to differentiate between
object-based languages and object-oriented languages, but this
is a technical difference that is still argued about. After all,
how object-based must a program language be before we can call
it an object-oriented language?
Hmmm...in the
end, object-oriented programming is all about objects.
An object is anything that can contain code and receive and send
messages. You can consider an object as being like an empty box.
The box actually contains
code (sequences of computer instructions) and data
(information which the instructions operates on).
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In
the past, code and data were kept apart. As an example, in the C
language, units of code are called functions,
while units of data are called structures.
But, in object oriented programming, code and data are merged
into a single thing, called an object. As an end-user, you do
not need to know what programming is used by an object . In
fact, you should never need to peek inside the box.
One of the most
important benefits of object-orientation is its ability to reuse
software and design. Because everything is structured within objects,
the definition of an object can be easily altered with minimum
consequent effects on other objects. There are a number of ways that
code can be re-used.
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There
are a number of ways in which code can be re-used effectively. A
whole new class can be developed with minimum effort. The
creation of a new class based on some of the characteristics of
another class is called inheritance.
There are variations on the type of way objects can inherit
characteristics. One method is called delegation,
where the behaviour of a derived class
is defined by the behaviour of a parent class.
Another method
is called
instantiation which is the creation of a new class based on all the characteristics of
another class. These are all methods that allow for the re-use of code.
Yet another is incremental
modification
whereby extensions or modifications to a
system's behaviour can be made without modifying existing, code but
rather by adding new code.
The advantages
of object-oriented programming are that is speeds up development,
increases quality by reducing bugs, and thus provides easier
maintenance, it is generally more easily understood than non-object oriented
languages and it offers enhanced modifying powers. It is also
readily
scalable
and particularly useful for distributed
computing. Most importantly, implementation details are hidden, meaning
that an object-oriented approach is in many cases more appealing to
human thinking than other methodologies. In fact, concepts of objects,
object hierarchies, and so on are often closer to real world concepts
than many 'traditional' programming constructs.
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