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Object-oriented programming (OOP) is a programming paradigm that uses "objects" and their interactions to design applications and computer programs. Programming techniques may include features such as encapsulation, modularity, polymorphism, and inheritance. It was not commonly used in mainstream software application development until the early 1990s. Many modern programming languages now support OOP.
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Wikipedia about object-oriented
Object-oriented programming (OOP) is a programming paradigm that uses "objects" and their interactions to design applications and computer programs. Programming techniques may include features such as encapsulation, modularity, polymorphism, and inheritance. It was not commonly used in mainstream software application development until the early 1990s. Many modern programming languages now support OOP.
Introduction
Object-oriented programming can trace its roots to the 1960s. As hardware and software became increasingly complex, quality was often compromised. Researchers studied ways in which software quality could be maintained. Object-oriented programming was deployed in part as an attempt to address this problem by strongly emphasizing discrete units of programming logic and re-usability in software. Computer programming methodology focuses on data rather than processes, with programs composed of self-sufficient modules (objects) containing all the information needed within its own data structure for manipulation.
The Simula programming language was the first to introduce the concepts underlying object-oriented programming (objects, classes, subclasses, virtual methods, coroutines, garbage collection, and discrete event simulation) as a superset of Algol. Simula was used for physical modeling, such as models to study and improve the movement of ships and their content through cargo ports. Smalltalk was the first programming language to be called "object-oriented".
Object-oriented programming may be seen as a collection of cooperating objects, as opposed to a traditional view in which a program may be seen as a group of tasks to compute ("subroutines"). In OOP, each object is capable of receiving messages, processing data, and sending messages to other objects.
Each object can be viewed as an independent little machine with a distinct role or responsibility. The actions or "operators" on the objects are closely associated with the object. For example, in object oriented programming, the data structures tend to carry their own operators around with them (or at least "inherit" them from a similar object or "class"). The traditional approach tends to view and consider data and behavior separately.
Fundamental concepts
A survey by Deborah J. Armstrong Armstrong, The Quarks of Object-Oriented Development. In descending order of popularity, the ‘quarks' are: Inheritance, Object, Class, Encapsulation, Method, Message Passing, Polymorphism, Abstraction of nearly 40 years of computing literature identified a number of ‘quarks', or fundamental concepts, found in the strong majority of definitions of OOP. They are the following:
- 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, operations or features). One might say that a class is a blueprint or factory that describes the nature of something. For example, the class
Dogwould consist of traits shared by all dogs, such as breed and fur color (characteristics), and the ability to bark and sit (behaviors). 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 (generally using encapsulation). Collectively, the properties and methods defined by a class are called members.
























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