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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.
IntroductionObject-oriented programming can trace its roots to the 1960s. As hardware and software became increasingly complex, 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. 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 conceptsA survey by Deborah J. Armstrong [1] 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:
Not all of the above concepts are to be found in all object-oriented programming languages, and so object-oriented programming that uses classes is called sometimes class-based programming. In particular, prototype-based programming does not typically use classes. As a result, a significantly different yet analogous terminology is used to define the concepts of object and instance, although there are no objects in these languages. HistoryThe concept of objects and instances in computing had its first major breakthrough with the PDP-1 system at MIT which was probably the earliest example of capability based architecture. Another early example was Sketchpad made by Ivan Sutherland in 1963; however, this was an application and not a programming paradigm. Objects as programming entities were introduced in the 1960s in Simula 67, a programming language designed for making simulations, created by Ole-Johan Dahl and Kristen Nygaard of the Norwegian Computing Center in Oslo. (Reportedly, the story is that they were working on ship simulations, and were confounded by the combinatorial explosion of how the different attributes from different ships could affect one another. The idea occurred to group the different types of ships into different classes of objects, each class of objects being responsible for defining its own data and behavior.)[citation needed] Such an approach was a simple extrapolation of concepts earlier used in analog programming. On analog computers, such direct mapping from real-world phenomena/objects to analog phenomena/objects (and conversely), was (and is) called 'simulation'. Simula not only introduced the notion of classes, but also of instances of classes, which is probably the first explicit use of those notions. The ideas of Simula 67 influenced many later languages, especially Smalltalk and derivatives of Lisp and Pascal. The Smalltalk language, which was developed at Xerox PARC in the 1970s, introduced the term Object-oriented programming to represent the pervasive use of objects and messages as the basis for computation. Smalltalk creators were influenced by the ideas introduced in Simula 67, but Smalltalk was designed to be a fully dynamic system in which classes could be created and modified dynamically rather than statically as in Simula 67[3]. Smalltalk and with it OOP were introduced to a wider audience by the August 1981 issue of Byte magazine. In the 1980s, there were a few attempts to design processor architectures which included hardware support for objects in memory but these were not successful. Examples include the Intel iAPX 432 and the Linn Smart Rekursiv. Object-oriented programming developed as the dominant programming methodology during the mid-1990s, largely due to the influence of C++[citation needed]. Its dominance was further cemented by the rising popularity of graphical user interfaces, for which object-oriented programming is well-suited. An example of a closely related dynamic GUI library and OOP language can be found in the Cocoa frameworks on Mac OS X, written in Objective C, an object-oriented, dynamic messaging extension to C based on Smalltalk. OOP toolkits also enhanced the popularity of event-driven programming (although this concept is not limited to OOP). Some feel that association with GUIs (real or perceived) was what propelled OOP into the programming mainstream. At ETH Zürich, Niklaus Wirth and his colleagues had also been investigating such topics as data abstraction and modular programming. Modula-2 included both, and their succeeding design, Oberon, included a distinctive approach to object orientation, classes, and such. The approach is unlike Smalltalk, and very unlike C++. Object-oriented features have been added to many existing languages during that time, including Ada, BASIC, Lisp, Fortran, Pascal, and others. Adding these features to languages that were not initially designed for them often led to problems with compatibility and maintainability of code. In the past decade Java has emerged in wide use partially because of its similarity to C and to C++, but perhaps more importantly because of its implementation using a virtual machine that is intended to run code unchanged on many different platforms. This last feature has made it very attractive to larger development shops with heterogeneous environments. Microsoft's .NET initiative has a similar objective and includes/supports several new languages, or variants of older ones. More recently, a number of languages have emerged that are primarily object-oriented yet compatible with procedural methodology, such as Python and Ruby. Besides Java, probably the most commercially important recent object-oriented languages are Visual Basic .NET (VB.NET) and C#, both designed for Microsoft's .NET platform. VB.NET and C# both support cross-language inheritance, allowing classes defined in one language to subclass classes defined in the other language. Recently many universities have begun to teach Object-oriented design in introductory computer science classes. Just as procedural programming led to refinements of techniques such as structured programming, modern object-oriented software design methods include refinements such as the use of design patterns, design by contract, and modeling languages (such as UML). OOP in scriptingIn recent years, object-oriented programming has become especially popular in scripting programming languages. Python and Ruby are scripting languages built on OOP principles, while Perl and PHP have been adding object oriented features since Perl 5 and PHP 4, and ColdFusion since version 6. The Document Object Model of HTML, XHTML, and XML documents on the Internet have bindings to the popular JavaScript/ECMAScript language. JavaScript is perhaps the best known prototype-based programming language which employs cloning from prototypes rather than inheriting from a class. Problems and patternsThere are a number of programming challenges which a developer encounters regularly in object-oriented design. There are also widely accepted solutions to these problems. The best known are the design patterns codified by Gamma et al, but in a broader sense the term "design patterns" can be used to refer to any general, repeatable solution to a commonly occurring problem in software design. Some of these commonly occurring problems have implications and solutions particular to object-oriented development. Gang of Four design patternsDesign Patterns: Elements of Reusable Object-Oriented Software is an influential book published in 1995 by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, sometimes casually called the "Gang of Four." Along with exploring the capabilities and pitfalls of object-oriented programming, it describes 23 common programming problems and patterns for solving them. As of April 2007, the book was in its 36th printing. Typical design patterns are as follows: Object-orientation and databasesBoth object-oriented programming and relational database management systems (RDBMSs) are extremely common in software today. Since relational databases don't store objects directly (though some RDBMSs have object-oriented features to approximate this), there is a general need to bridge the two worlds. There are a number of widely used solutions to this problem. One of the most common is object-relational mapping, as found in libraries like Java Data Objects, and Ruby on Rails' ActiveRecord. There are also object databases which can be used to replace RDBMSs, but these have not been as commercially successful as RDBMSs. Matching real worldOOP can be used to translate from real-world phenomena to program elements (and vice versa). OOP was even invented for the purpose of physical modeling in the Simula-67 programming language. However, not everyone agrees that direct real-world mapping is facilitated by OOP, or is even a worthy goal; Bertrand Meyer argues in Object-Oriented Software Construction [4] that a program is not a model of the world but a model of some part of the world; "Reality is a cousin twice removed". At the same time, some principal limitations of OOP had been noted. [5] Niklaus Wirth said of OOP in his paper "Good Ideas through the Looking Glass", "This paradigm closely reflects the structure of systems 'in the real world', and it is therefore well suited to model complex systems with complex behaviour." Formal definitionThere have been several attempts at formalizing the concepts used in object-oriented programming. The following concepts and constructs have been used as interpretations of OOP concepts:
Attempts to find a consensus definition or theory behind objects have not proven very successful (however, see "Abadi & Cardelli: A Theory of Objects" [6] for formal definitions of many OOP concepts and constructs), and often diverge widely. For example, some definitions focus on mental activities, and some on mere program structuring. One of the simpler definitions is that OOP is the act of using "map" data structures or arrays that can contain functions and pointers to other maps, all with some syntactic and scoping sugar on top. Inheritance can be performed by cloning the maps (sometimes called "prototyping"). Criticism
See also
References
Further readingWikibooks' Computer programming has more about this subject:
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