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Object Oriented Design
“Object oriented” has clearly become the buzzword in the industry. Almost everyone talks about it. Almost everyone claims to do it, and almost everyone says it’s better than traditional task-oriented design. Object Oriented Design is the result of focusing on the function performed by the program, but instead on the data being manipulated by the program. Thus, it is orthogonal to the oriented design function.
Object oriented design begins with an examination of the real world “things” that are the problems to be solved. These things (which we will call objects) are individually characterized in terms of their properties (momentary state information) and behavior (functional process information). Each object maintains its own state and provides a set of services to other objects. Shared data fields are removed and objects communicate by sending messages (eg parameters). Objects are independent entities that can be easily changed because all state and representation information is kept within the object itself. Objects can be distributed and execute either sequentially or in parallel.
Object oriented design does not depend on any specific implementation language. Problems are modeled using objects. are objects
1) Behavior (they do things)
2) State (which changes when they do things)
For example, a car is an object. Its state is: whether its engine is running; And it has one behavior: starting the car, which changes its state from “engine not running” to “engine running”.
Various terms associated with object oriented design are objects, classes, messages, abstraction, inheritance and polymorphism.
Objects – An object is an entity capable of storing state (information) and that offers a number of operations (behavior) to monitor or influence this state. So an object is represented by a number of operations and a state that remembers the result of these operations. All objects have a unique identity and can be distinguished.
Class – In any system, there should be a number of objects. Some objects may have common characteristics and we can group objects according to these characteristics. This type of grouping is known as class. Therefore, a class is a set of objects that share a common structure and a common behavior.
Messages – Conceptually, objects communicate by passing messages. Messages include the identity of the target object, the name of the requested operation, and any other operations required to perform the operation.
Abstraction – In object oriented design, complexity is managed using abstraction. Abstraction is the elimination of irrelevancies and the amplification of essentials. Using abstractions we can teach someone to drive any car. We expand on the essentials: we teach about the ignition and the steering wheel, and we remove the details, such as the specifics of the specific engine in this car or how the fuel is pumped into the engine.
Inheritance – Inheritance is a technique used to create new classes from existing classes and create object oriented class hierarchies. You can create layers of classes derived from other classes.
Polymorphism – When we abstract the interface of an operation and leave the implementation to subclasses, it is called polymorphic operation and the procedure is called polymorphism.
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