Object oriented programming – As the name suggests uses in programming. Object oriented programming aims to implement real world entities like inheritance, hiding, polymorphism etc in programming. The main aim of OOP is to bind together the data and the functions that operates on them so that no other part of code can access this data except that function.Let us learn about different characteristics of an Object Oriented Programming language:Object: Objects are basic run-time entities in an object oriented system, objects are instances of a class these are defined user defined data types.ex. FilternoneObject take up space in memory and have an associated address like a record in pascal or structure or union in C.When a program is executed the objects interact by sending messages to one another.Each object contains data and code to manipulate the data. Objects can interact without having to know details of each others data or code, it is sufficient to know the type of message accepted and type of response returned by the objects.Class: Class is a blueprint of data and functions or methods. Class does not take any space.Syntax for class. FilternoneClass is a user defined data type like structures and unions in C.By default class variables are private but in case of structure it is public.
In above example person is a class.Encapsulation and Data abstraction: Wrapping up(combing) of data and functions into a single unit is known as encapsulation. The data is not accessible to the outside world and only those functions which are wrapping in the class can access it. This insulation of the data from direct access by the program is called data hiding or information hiding.Data abstraction refers to, providing only needed information to the outside world and hiding implementation details. For example, consider a class Complex with public functions as getReal and getImag. We may implement the class as an array of size 2 or as two variables. The advantage of abstractions is, we can change implementation at any point, users of Complex class wont’t be affected as out method interface remains same.
Had our implementation be public, we would not have been able to change it.Inheritance: inheritance is the process by which objects of one class acquire the properties of objects of another class. It supports the concept of hierarchical classification. Inheritance provides re usability. This means that we can add additional features to an existing class without modifying it.Polymorphism: polymorphism means ability to take more than one form. An operation may exhibit different behaviors in different instances. The behavior depends upon the types of data used in the operation.C supports operator overloading and function overloading.The process of making an operator to exhibit different behaviors in different instances is known as operator overloading.Function overloading is using a single function name to perform different types of tasks.Polymorphism is extensively used in implementing inheritance.Dynamic Binding: In dynamic binding, the code to be executed in response to function call is decided at runtime.
C has to support this.Message Passing: Objects communicate with one another by sending and receiving information to each other. A message for an object is a request for execution of a procedure and therefore will invoke a function in the receiving object that generates the desired results. Message passing involves specifying the name of the object, the name of the function and the information to be sent.Related Articles:.
IntroductionHere I will discuss some of the benefits of using both languages as well as some of the difficulties in using each.I will also discuss some important concepts that must be understood in using each language and how they compare to each other. After reviewing concepts I will discuss the design and development process for each language, followed by the advantages and disadvantages of each programming language.Finally I will discuss the reusability and maintainability of each language, and how they differ from each other.Object-oriented Programming LanguagesObject-oriented Programming is a programming language that uses classes and objects to create models based on the real world environment. An Object-oriented Programming application may use a collection of objects which will pass messages when called upon to request a specific service or information. Objects are able to pass, receive messages or process information in the form of data.One reason to use Object-oriented Programming is because it makes it easy to maintain and modify existing code as new objects are created inheriting characteristics from existing ones (SEH, 2013). This cuts down the development time considerably and makes adjusting the program much simpler.Another reason to use Object-oriented Programming is the ease of development and ability for other developers to understand the program after development. Well commented objects and classes can tell a developer the process that the developer of the program was trying to follow. It can also make additions to the program much easier for the new developer.The last reason to use Object-oriented Programming that I will mention here is the efficiency of the language.
Many programming languages using Object-oriented Programming will dump or destroy unused objects or classes freeing up system memory. By doing this the system can run the program faster and more effectively.Procedural Programming LanguagesProcedural Programming which at times has been referred to as inline programming takes a more top down approach to programming. Object-oriented Programming uses classes and objects, Procedural Programming takes on applications by solving problems from the top of the code down to the bottom.This happens when a program starts with a problem and then breaks that problem down into smaller sub-problems or sub-procedures. These sub-procedures are continually broken down in the process called functional decomposition until the sub-procedure is simple enough to be solved.The issue that is obvious in Procedural Programming is that if an edit is needed to the program, the developer must edit every line of code that corresponds to the original change in the code.
Object-oriented Programming In C++
An example would be if at the beginning of a program a variable was set to equal the value of 1. If other sub-procedures of the program rely on that variable equaling 1 to function properly they will also need to be edited. As more and more changes may be needed to the code, it becomes increasingly difficult to locate and edit all related elements in the program.Simple comparison between Object-oriented Programming and Procedural ProgrammingA simple way to compare both programming methods is to think of Object-oriented Programming as learn to read picture book. As children see pictures of simple objects like a house or picture they know that throughout the book when they see a picture of the house it represents the word house.
The children can then read through the book as words are substituted throughout the story with pictures.In Object-oriented Programming the classes could represent the pictures in the learn to read books. A house could represent a class and anything the developer wants to have included to describe that house like the color, size, number of bathrooms etc.In Procedural Programming the learn to read book would be words on the page without pictures to help guide the young learner through the book. If the story was changed in the beginning of the book it could disrupt or make the story later on in the book not make any sense. “Object-Oriented Programming” is jargon and should be avoided. It hides the meaning and is probably often used for the purpose of demanding bigger paychecks.As far as I can make out, OOP is very easily explained in terms of modularity and repeatability.
Rather than litter your code a thousand times with 3.14159, for example, create a variable called “pi” and use it. It’s much easier to write and reasonably insures you’re not going to make a mistake in one of the many times you have to write 3.14159. If you make a mistake in the definition, you can correct it and every instance will inherit the correction. Want more precision? Update the definition once and every instance will inherit the change.Same goes for equations, routines, and algorithms that you want to use over and over again. You need to use the Pythagorean Thm many times? Create a class or function that can be used along the lines of pyth(a,b,c).
Did you accidentally define it with b^2+4ac instead of -4ac? Correct the equation in the class or function and everything gets updated at once.So OOP is really Modular Programming, or perhaps even Macro Programming. It allows, and sometimes forces, users to create modules/macros that can be created and used repeatedly and quickly, rather than having the coder write out every piece of an algorithm, every time.Further, each class or function can be created such that it allows some customization.
Define a car class that let’s you declare the color, make, model, mileage, age, etc. Now you can create two differently colored Volkswagen Rabbit GTIs:a=Car(blue, Volkswagen, Rabbit GTI, 1982, 183e3)b=Car(silver, Volkswagen, Rabbit GTI, 1982, 206e3)Now after you drive car b around for several months and want to update its mileage, you write something like, b.mileage += 3e3.To make a short story long, if you want to more easily understand OOP, call it something else. Having grown up the son of a marketer, the skills of the trade are pumping through his blood. When you couple that with his programming and computer knowledge, you get an explosive combination. Kenny has been an avid digital marketer for over 9 years now, often being the first to recognize the hottest trends coming to the market.In his free time, Kenny loves downhill mountain biking. He calls it his 'old man sport' since BMX was what he did as a teenager and it's not quite as easy to ride those little bikes anymore.
Kenny is also a huge technology enthusiast, specifically when it comes to Apple products - did someone say, fanboy? Those close to him are often asking for help solving tech-related problems which often results with them saying, 'man, you can fix anything!'
.Component-based software engineering ( CBSE), also called as components-based development ( CBD), is a branch of software engineering that emphasizes the with respect to the wide-ranging functionality available throughout a given. It is a reuse-based approach to defining, implementing and composing loosely coupled independent components into systems.
This practice aims to bring about an equally wide-ranging degree of benefits in both the short-term and the long-term for the software itself and for organizations that sponsor such software.Software engineering practitioners regard components as part of the starting platform for. Components play this role, for example, in, and more recently, in (SOA), whereby a component is converted by the web service into a service and subsequently inherits further characteristics beyond that of an ordinary component.Components can produce or consume events and can be used for (EDA). Contents.Definition and characteristics of components An individual software component is a, a, a, or a that encapsulates a set of related (or data).All system processes are placed into separate components so that all of the data and functions inside each component are semantically related (just as with the contents of classes).
Because of this principle, it is often said that components are modular and cohesive.With regard to system-wide co-ordination, components communicate with each other via. When a component offers services to the rest of the system, it adopts a provided interface that specifies the services that other components can utilize, and how they can do so. This interface can be seen as a signature of the component - the client does not need to know about the inner workings of the component (implementation) in order to make use of it. This principle results in components referred to as encapsulated.
The UML illustrations within this article represent provided interfaces by a lollipop-symbol attached to the outer edge of the component.However, when a component needs to use another component in order to function, it adopts a used interface that specifies the services that it needs. In the UML illustrations in this article, used interfaces are represented by an open socket symbol attached to the outer edge of the component.
A simple example of several software components - pictured within a hypothetical holiday-reservation system represented in 2.0.Another important attribute of components is that they are substitutable, so that a component can replace another (at design time or run-time), if the successor component meets the requirements of the initial component (expressed via the interfaces). Consequently, components can be replaced with either an updated version or an alternative without breaking the system in which the component operates.As a for engineers substituting components, component B can immediately replace component A, if component B provides at least what component A provided and uses no more than what component A used.Software components often take the form of (not ) or collections of objects (from ), in some binary or textual form, adhering to some (IDL) so that the component may exist autonomously from other components in a. In other words, a component acts without changing its source code. Although, the behavior of the component's source code may change based on the application's extensibility, provided by its writer.When a component is to be accessed or shared across execution contexts or network links, techniques such as or are often employed to deliver the component to its destination.is an important characteristic of a high-quality software component. Programmers should design and implement software components in such a way that many different programs can reuse them.
Furthermore, should be considered when software components directly interact with users.It takes significant effort and awareness to write a software component that is effectively reusable. The component needs to be:. fully documented. Kingdom come deliverance horse stats 2018.
thoroughly tested. robust - with comprehensive input-validity checking.
able to pass back appropriate or return codes. designed with an awareness that it will be put to unforeseen usesIn the 1960s, programmers built scientific libraries that were reusable in a broad array of engineering and scientific applications. Though these subroutine libraries reused well-defined in an effective manner, they had a limited domain of application.
Commercial sites routinely created application programs from reusable modules written in, and other and using both and user application libraries.As of 2010, modern reusable components encapsulate both data structures and the algorithms that are applied to the data structures. Component-based software engineering builds on prior theories of, and, and the extensive theory of and the of all these. It claims that software components, like the idea of hardware, used for example in telecommunications, can ultimately be made interchangeable and reliable. On the other hand, it is argued that it is a mistake to focus on independent components rather than the framework (without which they would not exist).
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History The idea that should be componentized - built from prefabricated components - first became prominent with 's address at the conference on in, 1968, titled Mass Produced Software Components. The conference set out to counter the so-called.
McIlroy's subsequent inclusion of into the was the first implementation of an infrastructure for this idea.of largely defined the modern concept of a software component. He called them Software ICs and set out to create an infrastructure and market for these components by inventing the programming language. (He summarizes this view in his book Object-Oriented Programming - An Evolutionary Approach 1986.)The software components are used in two different contexts and two kinds: i) using components as parts to build a single executable, or ii) each executable is treated as a component in a distributed environment, where components collaborate with each other using internet or intranet communication protocols for IPC (Inter Process Communications). The above belongs to former kind, while the below belongs to later kind.led the path with their in the early 1990s. As a reaction, paved the way for actual deployment of component software with (OLE) and (COM).
As of 2010 many successful software component models exist.Architecture A computer running several software components is often called an. This combination of application servers and software components is usually called. Typical real-world application of this is in, e.g., financial applications or business software.Component Models A is a definition of properties that components must satisfy, methods and mechanisms for the composition of components.During the last decades, researchers and practitioners have proposed several component models with different characteristics. A classification of the existing component models is given in.
Object-oriented programming (OOP) is a style of programming that focuses on using objects to design and build applications. Think of an object as a model of the concepts, processes, or things in the real world that are meaningful to your application. For example, in a project management application, you would have a status object, a cost object, and a client object among others. These objects would work together (and with many other objects) to provide the functionality that you want your project management application to have.
ActionScript 3 is an object-oriented language. Almost everything you will need to build an application using ActionScript 3 is an object—Sprite, MovieClip, TextField, Array, and the like. Understanding objects and knowing how to work with them is key to developing any application using ActionScript 3. This article is the first of many that will focus on object-oriented programming concepts within ActionScript 3. In it, you will learn what an object is, what a class is, how to instantiate an object, and how to work with objects using dot notation.
In programming terms, an object is a self-contained component that contains properties and methods needed to make a certain type of data useful. An object’s properties are what it knows and its methods are what it can do. The project management application mentioned above had a status object, a cost object, and a client object, among others. One property of the status object would be the current status of the project. The status object would have a method that could update that status. The client object’s properties would include all of the important details about the client and its methods would be able to change them. The cost object would have methods necessary to calculate the project’s cost based on hours worked, hourly rate, materials cost, and fees.
You can bake as many cakes as you would like using the same chocolate cake recipe. Likewise, you can instantiate as many instances of a class as you would like. Pretend you are baking three cakes for three friends who all have the same birthday but are different ages.
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You will need some way to keep track of which cake is for which friend so you can put on the correct number of candles. A simple solution is to write each friend's name on the cake. Reference variables work in a similar fashion. A reference variable provides a unique name for each instance of a class.
In order to work with a particular instance, you use the reference variable it is assigned to. Just as a cookbook contains numerous recipes, ActionScript 3 includes a number of classes that you can use. A very commonly used class in ActionScript 3 is Sprite. A Sprite object can display graphics and contain children (learn about display objects in ActionScript 3 fundamentals: Display objects and the display list - available soon). You will be instantiating many Sprites while developing in ActionScript 3. Instantiation is actually a two-step process.
First, you declare a reference variable for the object.
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