Let’s briefly examine a few of the major elements characteristics of object oriented programming languages in general, and C++ in particular.
Objects
When you approach a programming problem in an characteristics object oriented programming language, you no longer ask how the problem will be divided into functions, but how it will be divided into objects.
Thinking in terms of objects, rather than functions, has a surprisingly helpful effect on how easily programs can be designed. This results from the close match between objects in the programming sense and objects in the real world. This process is described in detail in before, “Object Oriented Software Development.”
What kinds of things become objects in object oriented programs? The answer to this is limited only by your imagination, but here are some typical categories to start you thinking:
- Physical objects
- Automobiles in a traffic flow simulation
- Electrical components in a circuit design program
- Countries in an economics model
- Aircraft in an air traffic control system
- Elements of the computer user environment
- Windows
- Menus
- Graphics objects (lines, rectangles, circles)
- The mouse, keyboard, disk drives, printer
- Data storage constructs
- Customized arrays
- Stacks
- Linked lists
- Binary trees
- Human entities
- Employees
- Students
- Customers
- Salespeople
- Collections of data
- An inventory
- A personnel file
- A dictionary
- A table of the latitudes and longitudes of world cities
- User defined data types
- Time
- Angles
- Complex numbers
- Points on the plane
- Components in computer games
- Cars in an auto race
- Positions in a board game (chess, checkers)
- Animals in an ecological simulation
- Opponents and friends in adventure games
The match between programming objects and real world objects is the happy result of combining data and functions: The resulting objects offer a revolution in program design. No such close match between programming constructs and the items being modeled exists in a procedural language.
Characteristics of Object Oriented Programming – Classes
In OOP we say that objects are members of classes. What does this mean? Let’s look at an analogy. Almost all computer languages have built in data types. For instance, a data type int, meaning integer, is predefined in C++ (as we’ll see in next, “Loops and Decisions”). You can declare as many variables of type int as you need in your program:
int day; int count; int divisor; int answer;
In a similar way, you can define many objects of the same class, as shown in Figure. A class serves as a plan, or blueprint. It specifies what data and what functions will be included in objects of that class. Defining the class doesn’t create any objects, just as the mere existence of data type int doesn’t create any variables.
A class is thus a description of a number of similar objects. This fits our non technical understanding of the word class. Prince, Sting, and Madonna are members of the rock musician class. There is no one person called “rock musician,” but specific people with specific names are members of this class if they possess certain characteristics. An object is often called an “instance” of a class.
Inheritance
The idea of classes leads to the idea of inheritance. In our daily lives, we use the concept of classes divided into subclasses. We know that the animal class is divided into mammals, amphibians, insects, birds, and so on. The vehicle class is divided into cars, trucks, buses, motorcycles, and so on.
The principle in this sort of division is that each subclass shares common characteristics with the class from which it’s derived. Cars, trucks, buses, and motorcycles all have wheels and a motor; these are the defining characteristics of vehicles. In addition to the characteristics of object oriented programming shared with other members of the class, each subclass also has its own particular characteristics: Buses, for instance, have seats for many people, while trucks have space for hauling heavy loads.
This idea is shown in Figure. Notice in the figure that features A and B, which are part of the base class, are common to all the derived classes, but that each derived class also has features of its own.
In a similar way, an OOP class can become a parent of several subclasses. In C++ the original class is called the base class; other classes can be defined that share its characteristics, but add their own as well. These are called derived classes.
Don’t confuse the relation of objects to classes, on the one hand, with the relation of a base class to derived classes, on the other. Objects, which exist in the computer’s memory, each embody the exact characteristics of their class, which serves as a template. Derived classes inherit some characteristics from their base class, but add new ones of their own.
Inheritance is somewhat analogous to using functions to simplify a traditional procedural program. If we find that three different sections of a procedural program do almost exactly the same thing, we recognize an opportunity to extract the common elements of these three sections and put them into a single function.
The three sections of the program can call the function to execute the common actions, and they can perform their own individual processing as well. Similarly, a base class contains elements common to a group of derived classes. As functions do in a procedural program, inheritance shortens an object oriented program and clarifies the relationship among program elements.
Reusability
Once a class has been written, created, and debugged, it can be distributed to other programmers for use in their own programs. This is called reusability. It is similar to the way a library of functions in a procedural language can be incorporated into different programs.
However, in OOP, the concept of inheritance provides an important extension to the idea of reusability. A programmer can take an existing class and, without modifying it, add additional features and capabilities to it. This is done by deriving a new class from the existing one. The new class will inherit the capabilities of the old one, but is free to add new features of its own.
For example, you might have written (or purchased from someone else) a class that creates a menu system, such as that used in Windows or other Graphic User Interfaces (GUIs). This class works fine, and you don’t want to change it, but you want to add the capability to make some menu entries flash on and off. To do this, you simply create a new class that inherits all the capabilities of the existing one but adds flashing menu entries.
The ease with which existing software can be reused is an important benefit of OOP. Many companies find that being able to reuse classes on a second project provides an increased return on their original programming investment. We’ll have more to say about this in later chapters.
Creating New Data Types
One of the benefits of objects is that they give the programmer a convenient way to construct new data types. Suppose you work with two-dimensional positions (such as x and y coordinates, or latitude and longitude) in your program. You would like to express operations on these positional values with normal arithmetic operations, such as
position1 = position2 + origin
where the variables position1, position2, and origin each represent a pair of independent numerical quantities. By creating a class that incorporates these two values, and declaring position1, position2, and origin to be objects of this class, we can, in effect, create a new data type. Many features of C++ are intended to facilitate the creation of new data types in this manner.
Polymorphism and Overloading
Note that the = (equal) and + (plus) operators, used in the position arithmetic shown above, don’t act the same way they do in operations on built-in types such as int. The objects position1 and so on are not predefined in C++, but are programmer defined objects of class Position. How do the = and + operators know how to operate on objects? The answer is that we can define new behaviors for these operators. These operations will be member functions of the Position class.
Using operators or functions in different ways, depending on what they are operating on, is called polymorphism (one thing with several distinct forms). When an existing operator, such as + or =, is given the capability to operate on a new data type, it is said to be overloaded. Overloading is a kind of polymorphism; it is also an important feature of OOP.
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