Monday, November 19, 2018

Object Oriented Programming & C++ Part 1




Object Oriented Paradigm

The major motivating factor in the invention of object-oriented approach is to remove some of the flaws encountered in the procedural approach. OOP treats data as a critical element in the program development and does not allow it to flow freely around the system. It ties data more closely to the function that operate on it, and protects it from accidental modification from outside function. OOP allows decomposition of a problem into a number of entities called objects and then builds data and function around these objects. The organization of data and function in object-oriented programs is shown in fig.1.3. The data of an object can be accessed only by the function associated with that object. However, function of one object can access the function of other objects. Organization of data and function


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Some of the features of object oriented programming are:
 • Emphasis is on data rather than procedure.

• Programs are divided into what are known as objects.

 • Data structures are designed such that they
 characterize the objects

 • Functions that operate on the data of an object are ties together in the data structure.

 • Data is hidden and cannot be accessed by external function.

• Objects may communicate with each other through function.

 • New data and functions can be easily added whenever necessary.

• Follows bottom up approach in program design. Object-oriented programming is the most recent
 concept among programming paradigms and still means different things to different people.



1.5 Basic Concepts of Object Oriented Programming
 It is necessary to understand some of the concepts used extensively in object-oriented programming. These include:


 • Objects •
 Classes •
Data abstraction and encapsulation
• Inheritance
• Polymorphism
 • Dynamic binding
 • Message passing We shall discuss these concepts in some detail in this section.


1 OBJECT


Objects are the basic run time entities in an object-oriented system. They may represent a person, a place, a bank account, a table of data or any item that the program has to handle. They may also represent user-defined data such as vectors, time and lists. Programming problem is analyzed in term of objects and the nature of communication between them. Program objects should be chosen such that they match closely with the real-world objects. Objects take up space in the memory and have an associated address like a record in Pascal, or a structure in c. When a program is executed, the objects interact by sending messages to one another. Foe example, if “customer” and “account” are to object in a program, then the customer object may send a message to the count object requesting for the bank balance. Each object contain data, and code to manipulate data. Objects can interact without having to know details of each other’s data or code. It is a sufficient to know the type of message accepted, and the type of response returned by the objects. Although different author


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2 Classes


We just mentioned that objects contain data, and code to manipulate that data. The entire set of data and code of an object can be made a user-defined data type with the help of class. In fact, objects are variables of the type class. Once a class has been defined, we can create any number of objects belonging to that class. Each object is associated with the data of type class with which they are created. A class is thus a collection of objects similar types. For examples, Mango, Apple and orange members of class fruit. Classes are user-defined that types and behave like the built-in types of a programming language. The syntax used to create an object is not different then the syntax used to create an integer object in C. If fruit has been defines as a class, then the statement Fruit Mango; Will create an object mango belonging to the class fruit.


.3 Data Abstraction and Encapsulation


 The wrapping up of data and function into a single unit (called class) is known as encapsulation. Data and encapsulation is the most striking feature of a class. The data is not accessible to the outside world, and only those functions which are wrapped in the class can access it. These functions provide the interface between the object’s data and the program. This insulation of the data from direct access by the program is called data hiding or information hiding. Abstraction refers to the act of representing essential features without including the background details or explanation. Classes use the concept of abstraction and are defined as a list of abstract attributes such as size, wait, and cost, and function operate on these attributes. They encapsulate all the essential properties of the object that are to be created. The attributes are some time called data members because they hold information. The functions that operate on these data are sometimes called methods or member function.


Inheritance

 is the process by which objects of one class acquired the properties of objects of another classes. It supports the concept of hierarchical classification. For example, the bird, ‘robin’ is a part of class ‘flying bird’ which is again a part of the class ‘bird’. The principal behind this sort of division is that each derived class shares common characteristics with the class from which it is derived as illustrated in fig 1.6. In OOP, the concept of inheritance provides the idea of reusability. This means that we can add additional features to an existing class without modifying it. This is possible by deriving a new class from the existing one. The new class will have the combined feature of both the classes. The real appeal and power of the inheritance mechanism is that it

 Fig. 1.6 Property inheritances

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Allows the programmer to reuse a class i.e almost, but not exactly, what he wants, and to tailor the class in such a way that it does not introduced any undesirable side-effects into the rest of classes.


Polymorphism


 is another important OOP concept. Polymorphism, a Greek term, means the ability to take more than on form. An operation may exhibit different behavior is different instances. The behavior depends upon the types of data used in the operation. For example, consider the operation of addition. For two numbers, the operation will generate a sum. If the operands are strings, then the operation would produce a third string by concatenation. The process of making an operator to exhibit different behaviors in different instances is known as operator overloading. Fig. 1.7 illustrates that a single function name can be used to handle different number and different types of argument. This is something similar to a particular word having several different meanings depending upon the context. Using a single function name to perform different type of task is known as function overloading.

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.6 Dynamic Binding

 Binding refers to the linking of a procedure call to the code to be executed in response to the call. Dynamic binding means that the code associated with a given procedure call is not known until the time of the call at run time. It is associated with polymorphism and inheritance. A function call associated with a polymorphic reference depends on the dynamic type of that reference. Consider the procedure “draw” in fig. 1.7. by inheritance, every object will have this procedure. Its algorithm is, however, unique to each object and so the draw procedure will be redefined in each class that defines the object. At run-time, the code matching the object under current reference will be called.


 .7 Message Passing

An object-oriented program consists of a set of objects that communicate with each other. The process of programming in an object-oriented language, involves the following basic steps: 1. Creating classes that define object and their behavior, 2. Creating objects from class definitions, and 3. Establishing communication among objects. Objects communicate with one another by sending and receiving information much the same way as people pass messages to one another. The concept of message passing makes it easier to talk about building systems that directly model or simulate their realworld counterparts. A Message for an object is a request for execution of a procedure, and therefore will invoke a function (procedure) in the receiving object that generates the desired results. Message passing involves specifying the name of object, the name of the function (message) and the information to be sent. Example: Employee. Salary (name);


Image result for fig for representing message passing in oop


Object has a life cycle. They can be created and destroyed. Communication with an object is feasible as long as it is alive.




1.6 Benefits of OOP


OOP offers several benefits to both the program designer and the user. ObjectOrientation contributes to the solution of many problems associated with the development and quality of software products. The new technology promises greater programmer productivity, better quality of software and lesser maintenance cost. The principal advantages are:

 • Through inheritance, we can eliminate redundant code extend the use of existing

• Classes.
 • We can build programs from the standard working modules that communicate with one another, rather than having to start writing the code from scratch. This leads to saving of development time and higher productivity.
 • The principle of data hiding helps the programmer to build secure program that can not be invaded by code in other parts of a programs.
• It is possible to have multiple instances of an object to co-exist without any interference.
• It is possible to map object in the problem domain to those in the program.
• It is easy to partition the work in a project based on objects.
 • The data-centered design approach enables us to capture more detail of a model can implemental form.
• Object-oriented system can be easily upgraded from small to large system.
 • Message passing techniques for communication between objects makes to interface descriptions with external systems much simpler.
• Software complexity can be easily managed.

 While it is possible to incorporate all these features in an object-oriented system, their importance depends on the type of the project and the preference of the programmer. There are a number of issues that need to be tackled to reap some of the benefits stated above. For instance, object libraries must be available for reuse. The technology is still developing and current product may be superseded quickly. Strict controls and protocols need to be developed if reuse is not to be compromised.


PART 2



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