2 - Principles of Object Oriented Programming

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    2 - Principles of Object Oriented Programming

    A program written in object oriented style will consist of interacting

    objects. For example for a school database we may have many

    students, teachers and classroom objects.

    In order to be able to create an object, we must provide a definition

    called a class. A class is a kind of mould or template that dictates

    what objects can and cannot do. Once a class is defined we can create

    as many objects of the class as a program requires. Thus an object is

    said to be an instance ofa class.

    In writing object oriented programs we must first define the classes

    and while the program is running we use these classes so that objects

    are created to accomplish the tasks required.

    To instruct a class or an object to perform a task we must send a

    message to it. For a class or an object to process a message it

    receives, it must possess what is called a matching method. A method

    is a sequence of instructions that a class or an object follows to

    perform a task

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    All object oriented programming languages have the following 3 traits in

    common:

    1. Encapsulation :

    a. A programming mechanism that binds together code and the

    data it manipulates in such a way that a self contained unit is

    created

    b. It also keeps both code and data safe from outside

    interference and misuse

    c. When code and data are linked together in this way a class is

    constructed with which the required objects are created

    d. The data defined by the class are referred to as instance

    variables and the code that operates on the data is referred to

    as the methods.

    e. Eg. class employee {

    private int idno;

    private string surname;

    private string Name;

    public void setIdno(int idno) {

    this.idno=idno;

    }

    Public int getIdno() {

    Return idno;

    }

    }

    2. Polymorphism :

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    a. Reduces complexity of programs by allowing the same interface

    to be used to specify a general class of action

    b. The compiler then selects the specific action as it applies to

    each situation

    c. Sometimes the nature of an object cannot be known beforehand

    and can only be decided during runtime.

    d. Polymorphism allows for methods to be created which can be

    applied on different types of objects irrespective of their

    nature.

    e. Ex. Consider the sqr() function which returns the square of a

    number. In languages which do not support polymorphism, we

    would need say three such functions lsqr() which returns the

    square of a long integer, fsqr() which returns the square of a

    float-point value and isqr() which returns the square of an

    integer. Although the underlying concept is the same one would

    still need to remember three names. Due to polymorphism this

    need not be since all three functions would have the same name

    sqr() and then during run-time depending upon the type of

    argument passed, the appropriate version of sqr() would be

    called

    3. Inheritance :

    a. Inheritance is the process by which one object can acquire the

    properties of another object

    b. This feature supports the concept of hierarchical classification

    c. It makes it possible for an object to be a specific instance of a

    more general case by defining those qualities that make it

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    unique within its class and inherit its general attributes from

    its parent

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