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CSET 3150
OO Programming Terms
Abstraction
Abstraction is simplifying complex reality by modeling 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.
Class
A 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 or features). 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 (behavior). 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. Collectively, the properties and methods defined by a class are called members.
Constructor
A member function that allocates memory for an object of its class and initializes it (usually dynamically). A constructor is automatically called when an instance of its class is created.
Destructor
A member function that finalizes an object of its class. This allows its memory to be reclaimed/recycled preventing memory leaks.
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-pitched 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 a relationship: Lassie is a Collie. A Collie is a Dog. Thus, Lassie inherits the members of both Collies and Dogs.
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 Dogs and Cats, 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.
Instance
Every object is an instance of some class, and hence every object is governed (constrained) by its type. Most OO languages are statically typed, so that type errors are detected at compile-time. The variables declared in a class that are associated with an object at run-time are called instance variables, and each object has its own unique storage locations associated with its set of instance variables.
Instantiate
Create a class/struct object (i.e., instance) with appropriate code.
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. C++ allows one to specify which classes may access any member.
Member Function
Objects are miniature programs, consisting of both code and data. The code consists of a series of member functions. The data items are called data members. Users of an object interact with it by calling its member functions (or methods). This is sometimes referred to as sending it messages. For example, calling an object's Draw function can alternatively be described as sending it the Draw message.
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
Method
In some ways, a method is the same as function, but the typical OO notation is used for the call, i.e., f(x,y) is written x.f(y) where x is an object of class that contains this f method.
At run-time, we invoke operations on objects, called methods, to query the state of the object or to effect a change of state, which persists after completion of the operation. Hence, most methods defined on an object are sideeffecting procedures. An object is created at run-time by invoking a special method called a constructor.
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(). Within the program, using a method should only affect one particular object; all Dogs can bark, but you need one particular dog to do the barking.
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 object Lassie 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.
Object-Oriented Programming
A data-centric approach to programming (as apposed to procedural or structured programming).
Overloaded
A function is overloaded if there is more than one definition. See polymorphism.
Polymorphism
Polymorphism allows you to treat derived class members just like their parent class's 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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