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Introduction To Object Oriented Programming (OOP)

As you saw in C++ Level 1, structured programming is very successful when applied to problems like processing the monthly payroll or sending out a set of utility bills. It's easy to see how you can feed a list of employees and their hours into one end of a program and get a pile of paychecks out the other. Organizing the program like an assembly line works well.  

But how do you apply the linear model of an assembly line to your Web browser? Where is the beginning? Where's the end?  

When it comes to interactive software, organizing programs as a collection of procedures that operate on data in a sequential manner just doesn't work as well. A better method of organization is needed, and that's where OOP comes in. 

In an object-oriented program, the basic "building-block" is not the procedure, but the object. Instead of assembly lines, OOP programs look more like communities. Each object has its own attributes and behavior, and your program "runs" as the objects interact with one another. 

Take another look at your Web browser. Do you see the navigation buttons? Those are objects. The scrollbars? Those are objects as well; the main display window is an object, the text area where you type in a URL is an object, the menu at the top of the screen and the resizable frame that encloses the whole thing are objects. In fact, looking at your Web browser, it's hard to find a part of it that isn't an object. 

What Are Objects?

Objects are the components used to build OOP computer programs; each object represents a part of the system. Looking at your Web browser, you saw that objects can represent visible things such as buttons and scrollbars. But OOP is useful for more than merely creating user interfaces. 

In an OOP program, everything of importance to the program is represented by an object. Objects can represent real things, like employees or automobile parts or apartment buildings; but objects can also represent more abstract concepts, such as relationships, times, numbers, or even black holes and transfinite dimensions. 

Regardless of what kind of objects you use, you'll want to be able to recognize an object when you meet one. That's easy to do, because all objects have three properties: 

  • Identity: who the object is 
  • State: the characteristics of the object 
  • Behavior: what the object can do
Let's take some time to explore these concepts. 

Object Identity

Inside your computer program, every object has its own identity . Probably the easiest way to think about identity is to think of it as the object's name. In this respect, objects act a little bit like variables . 

Variables are names we give to data elements that can vary (hence the name), or change as a program runs. You can create a pair of numeric variables in C++ like this: 

int littleInt, bigInt;
The variables littleInt and bigInt now represent different areas of memory where you can store integer values. If you put a value into the integer named littleInt, it won't affect the variable bigInt at all. The two variables have different identities. 

Objects are a little more complex than simple numeric variables. The name of an object does not represent a particular area of memory, as the name of a simple variable does. Instead, the name of an object refers to, or points to, a particular area of memory. Thus, the same object can have several different names. 

Of course, in real life, you cope with this all the time; your children call you "Dad," your wife calls you "Honey," and your boss calls you by your given name, all without any confusion as to your real identity. In a similar manner, a single object can have many different names. 

Object State 

The second property shared by every object is state. The state of an object includes all the information about the object; that is, its attributes or characteristics. In an object-oriented program, each object stores its state in fields or instance variables

The easiest way to understand state is to look at an example. Take a look at the "Back" button on your Web browser--the button used to return to the last Web page that you've visited. 

You've already seen that a button is an object; let's see if you can identify some of the fields that a backButton object (just to give it a name), needs in order to do its job. 

If you take a piece of paper and start describing the button, you'll find you need attributes such as the following: 

  • Position: where the button is located on the screen 
  • Size: the button's width and height 
  • Caption: any text, such as the word "Back," that the button displays 
  • Image: any icon or image that is displayed on the button's surface 
  • Clicked: whether or not the button is currently selected (pressed) 
Each of these attributes can be stored in a field in the backButton object. The state of the object is represented by the combination of all of its fields. For instance, the backButton object may display an arrow image but no text, and, if you click on the button with your mouse, it may be depressed. When you stop clicking, the state of the object will change because the value stored in the Clicked field will change from true to false

The attributes of an object thus remain unchanged, but the state of your object changes as the values stored in its attributes change. Your backButton will always have a Clicked attribute, but the value stored in the Clicked field--and your object's state--can vary as your program runs. 

Object Behavior

The third property shared by all objects is behavior. In C++, the behaviors of an object are represented by procedures called functions (also called methods) that are part of the class. 

If you want a particular object to perform some action, you invoke one of its methods. To accent the fact that objects represent fairly self-contained, autonomous units, the process of invoking a method is called sending a message to the object. If you were writing a Web browser program and you wanted to interact with thebackButton object that you previously met, you could ask it to change its size, for instance, by sending it a message with the desired size like this: 

backButton.setSize(300, 100);
If the backButton object had a method called setSize() , it would obediently carry out your wishes. Unlike an object's fields, which are generally hidden from outside view, most methods are public , readily accessible to other objects.

What Are Classes?

If object-oriented programs are collections of cooperating objects, then just what are classes? Although often confused, the difference between classes and objects is simple: 
A class represents the definition--the blueprint if you like--that is used to construct an object.
Every object is the run-time incarnation or instantiation of a particular class. A class defines the characteristics of each individual object, and each class can be used to produce many objects. The class shown here, for instance is used to define the characteristics of a laptop computer. The same formula or blueprint can be used to produce any number of individual computers.

In object-oriented programs, classes represent a concept that is similar to the concept of variable types. Recall the two numeric variables, bigInt and littleInt, from earlier in this lesson? Both variables share a common type: int. Because they are ints, they can store a certain range of values. The values -12, 0, and 23 are valid ints, but the value 1.5 is not. Also, because bigInt and littleInt are integers, they have certain inherent capabilities; you can divide bigInt by littleInt, for instance. 

The class of an object describes its attributes (the kinds of states it can assume) and its behaviors (the kinds of operations it can perform). If you return to your Web browser again, and this time turn your attention to the "Forward" button, (let's call it forwardButton), you'll immediately notice that is the same "kind" of object as the backButton object you looked at previously, even though it contains a different image and a different caption. The two buttons share a common class. 

As you begin writing C++ programs, you'll find that classes are very important. In your class definitions you describe the attributes that each of your objects possesses, and define the methods that each uses to carry out its actions.

As you write your class definitions, you'll rely on three very important OOP principles: encapsulation, inheritance , and polymorphism.

Encapsulation And Data Hiding

As you've seen, in addition to having its own identity, every object is divided into two parts--the things that it knows how to do, and the data the object contains. In a procedural program, the procedures that make up the program, and the data that those procedures operate on, are separate. In an object-oriented program, they are combined. This process of wrapping up procedures and data together is called encapsulation

Encapsulation is used to enforce the principle of data hiding. With encapsulation, the fields defined inside a class are accessible to all the methods defined inside the same class, but cannot be accessed by methods outside that class. 

Before objects, if you had two procedures that needed to operate on the same piece of information, you had to either make the data publicly accessible--and risk accidental data corruption as a result of a bug in someone else's code--or you had to pass the data as an argument to each of the functions that operated on it, a tedious and error-prone practice. 

With encapsulation, all of the methods in your object can get to the data, but it is still protected from outside access. 

Inheritance And Code Reuse

Inheritance is another important OOP concept. With inheritance, once you've done all the work of writing and debugging a class definition, you can use that class as the starting point for a new class. Rather than starting over from scratch, your new class can simply add new methods or fields when it needs some new behavior or attribute. 

Suppose, for instance, you've just finished writing the first version of your new super Web browser. It's functional, but not very exciting. The navigation buttons, for instance, are just plain Buttons--no images at all. When your boss sends you a memo asking you to jazz things up with some neat icons, there's no need for you to start over and write a new ImageButton class. Instead, you can use the Button class you've already written, and extend it by using inheritance. 

When you use inheritance to create your ImageButton class, you don't have to write any methods to change the size or handle mouse clicks--the Button class you used as a starting point already knows how to do those things, and your new ImageButton class simply inherits them. All you have to do is write the code that adds and displays the image, and you're done. 

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Lecture 0 Review & OOP
Lecture 0 Review & OOP