classes & objects computer science i last updated 9/30/10

22
Classes & Objects Computer Science I Last updated 9/30/10

Upload: anne-carson

Post on 18-Dec-2015

223 views

Category:

Documents


4 download

TRANSCRIPT

Page 1: Classes & Objects Computer Science I Last updated 9/30/10

Classes & Objects

Computer Science I

Last updated 9/30/10

Page 2: Classes & Objects Computer Science I Last updated 9/30/10

Object-Oriented Programming OOP: A programming paradigm that uses

"objects" – data structures consisting of data fields and methods together with their interactions – to design applications and computer programs

Programming techniques may include … Data abstraction Encapsulation Modularity Polymorphism Inheritance

Page 3: Classes & Objects Computer Science I Last updated 9/30/10

Background Object-oriented programming has roots that

can be traced to the 1960s As hardware and software became

increasingly complex, manageability often became a concern

Researchers studied ways to maintain software quality and developed object-oriented programming in part to address common problems by strongly emphasizing discrete, reusable units of programming logic

Page 4: Classes & Objects Computer Science I Last updated 9/30/10

Background OOP focuses on data rather than processes Programs are composed of self-sufficient

modules ("classes") Each instance of which ("objects") contains all

the information needed to manipulate its own data structure ("members")

Modular programming focuses on the function of a module, rather than specifically the data

MP provides for code reuse, and self-sufficient reusable units of programming logic, enabling collaboration through the use of linked modules (subroutines)

Page 5: Classes & Objects Computer Science I Last updated 9/30/10

Background

An object-oriented program may be viewed as a collection of interacting objects

Each object is capable of … receiving messages, processing data, and sending messages to other objects

Page 6: Classes & Objects Computer Science I Last updated 9/30/10

Background

Each object can be viewed as an independent 'machine' with a distinct role or responsibility

Actions (methods) on these objects are closely associated with the object

For example … OOP data structures tend to carry their own

operators around with them Or at least inherit them from a similar object or class

In the conventional model, the data and operations on the data don't have a tight, formal association

Page 7: Classes & Objects Computer Science I Last updated 9/30/10

What is a class? A template for an object A user-defined datatype that contains the

variables, properties and methods in it Defines the abstract characteristics of a thing

(object), including its characteristics and the thing's behaviors

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)

Page 8: Classes & Objects Computer Science I Last updated 9/30/10

What is a class? Provides modularity and structure in an object-

oriented computer program 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

The code should be relatively self-contained Collectively, the defined properties and

methods are called members

Page 9: Classes & Objects Computer Science I Last updated 9/30/10

What is a class? One can have an instance of a class; the

instance is the actual object created at run-time

For example … The Lassie object is an instance of the Dog class

The set of attribute values for a particular object is called its state

The object consists of state and the behavior that's defined in the object's classes

Page 10: Classes & Objects Computer Science I Last updated 9/30/10

What is an object? A discrete bundle of functions and procedures,

often relating to a particular real-world concept such as a bank account holder or hockey player

Other pieces of software can access the object only by calling its functions and procedures that have been allowed to be called by outsiders

Some agree that isolating objects in this way makes their software easier to manage and keep track of

Others feel that software becomes more complex to maintain and document, or even to engineer from the start

Page 11: Classes & Objects Computer Science I Last updated 9/30/10

OOP Features Dynamic Encapsulation

(or multi-methods, in which case the state is kept separate)

Polymorphism Inheritance

(or delegation) Open recursion

Page 12: Classes & Objects Computer Science I Last updated 9/30/10

What is a method? "The process by which an object sends data to

another object or asks the other object to invoke a method.“ *

Also known as interfacing For example…

The object called Breeder may tell the Lassie object to sit by passing a sit message that invokes Lassie's sit() method

The syntax varies between languages

* Armstrong, The Quarks of Object-Oriented Development. In descending order of popularity, the "quarks" are: Inheritance, Object, Class, Encapsulation, Method, Message Passing, Polymorphism, Abstraction

Page 13: Classes & Objects Computer Science I Last updated 9/30/10

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

Page 14: Classes & Objects Computer Science I Last updated 9/30/10

Encapsulation Conceals the functional details of a class from

objects that send messages to it For example …

The Dog class has a bark() method variable The code for the bark() method defines exactly how

a bark happens 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

Page 15: Classes & Objects Computer Science I Last updated 9/30/10

Encapsulation Rationale:

Prevents clients of an interface from depending on those parts of the implementation that are likely to change in the future

Thereby allowing those changes to be made more easily 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

Page 16: Classes & Objects Computer Science I Last updated 9/30/10

Polymorphism Allows the programmer to treat derived class

members just like their parent class's members More precisely, the ability of objects belonging to

different data types to respond to 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

For example … If a Dog is commanded to speak(), this may elicit a bark() If a Pig is commanded to speak(), this may elicit an oink()

Page 17: Classes & Objects Computer Science I Last updated 9/30/10

Inheritance A process in which a class inherits all the state

and behavior of another class This is called child-parent or is-a relationship Subclasses are more specialized versions of a

class, which inherit attributes and behaviors from their parent classes, and can introduce their own

Page 18: Classes & Objects Computer Science I Last updated 9/30/10

Inheritance For example …

The class Dog might have sub-classes called Collie, Chihuahua, and GoldenRetriever

Lassie would be an instance (object) of the Collie subclass

Assume that the Dog class defines a method called bark() and a property called furColor

Each of the sub-classes will inherit these members; the programmer only needs to write the code for them once

Page 19: Classes & Objects Computer Science I Last updated 9/30/10

Inheritance Each subclass can alter its inherited traits For example …

The Collie subclass 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

Page 20: Classes & Objects Computer Science I Last updated 9/30/10

Inheritance Subclasses can also add new members For example …

The Chihuahua subclass could add a method called tremble()

An individual Chihuahua instance would then 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

Page 21: Classes & Objects Computer Science I Last updated 9/30/10

Inheritance Inheritance is an "a… is a" relationship

between classes, while instantiation is an "is a" relationship between an object and a class

For example … a Collie is a Dog ("a… is a"), but Lassie is a Collie ("is a") Thus, the object named Lassie has the methods from

both classes Collie and Dog

Page 22: Classes & Objects Computer Science I Last updated 9/30/10

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