Object-oriented-development

Object-oriented-development

[Login to edit this page]

An object is a discrete bundle of functions and procedures, often relating to a particular real-world concept such as a bank account holder or hockey player. Other pieces of software can access the object only by calling its functions and procedures that have been allowed to be called by outsiders. A large number of software engineers agree that isolating objects in this way makes their software easier to manage and keep track of. However, a significant number of engineers feel the reverse may be true: that software becomes more complex to maintain and document, or even to engineer from the start. The conditions under which OOP prevails over alternative techniques (and vice-versa) often remain unstated by either party, however, making rational discussion of the topic difficult, and often leading to "religious wars" over the matter.

Object-oriented programming has roots that can be traced to the 1960s. As hardware and software became increasingly complex, manageability often became a concern. Researchers studied ways to maintain software quality and developed object-oriented programming in part to address common problems by strongly emphasizing discrete, reusable units of programming logic[citation needed]. The technology focuses on data rather than processes, with programs composed of self-sufficient modules ("classes"), each instance of which ("objects") contains all the information needed to manipulate its own data structure ("members"). This is in contrast to the existing modular programming which had been dominant for many years that focused on the function of a module, rather than specifically the data, but equally provided for code reuse, and self-sufficient reusable units of programming logic, enabling collaboration through the use of linked modules (subroutines). This more conventional approach, which still persists, tends to consider data and behavior separately.

An object-oriented program may thus be viewed as a collection of interacting objects, as opposed to the conventional model, in which a program is seen as a list of tasks (subroutines) to perform. 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 'machine' with a distinct role or responsibility. The actions (or "methods") on these objects are closely associated with the object. For example, the data structures tend to 'carry their own operators around with them' (or at least "inherit" them from a similar object or class). In the conventional model, the data and operations on the data don't have a tight, formal association.

The terms "objects" and "oriented" in something like the modern sense of object-oriented programming seem to make their first appearance at MIT in the late 1950s and early 1960s. In the milieu of the artificial intelligence group, as early as 1960, "object" could refer to identified items (LISP atoms) with properties (attributes); Alan Kay was later to cite a detailed understanding of LISP internals as a strong influence on his thinking in 1966. Another early MIT example was Sketchpad created by Ivan Sutherland in 1960-61; in the glossary of the 1963 technical report based on his dissertation about Sketchpad, Sutherland defined notions of "object" and "instance" (with the class concept covered by "master" or "definition"), albeit specialized to graphical interaction. Also, an MIT Algol version, AED-0, linked data structures ("plexes", in that dialect) directly with procedures, prefiguring what were later termed "messages", "methods" and "member functions".

Objects as a formal concept in programming were introduced in the 1960s in Simula 67, a major revision of Simula I, a programming language designed for discrete event simulation, created by Ole-Johan Dahl and Kristen Nygaard of the Norwegian Computing Center in Oslo. Simula 67 was influenced by SIMSCRIPT and Hoare's proposed "record classes". Simula introduced the notion of classes and instances or objects (as well as subclasses, virtual methods, coroutines, and discrete event simulation) as part of an explicit programming paradigm. The language also used automatic garbage collection which had been invented earlier for the functional programming language Lisp. Simula was used for physical modeling, such as models to study and improve the movement of ships and their content through cargo ports. The ideas of Simula 67 influenced many later languages, including Smalltalk, derivatives of LISP (CLOS), Object Pascal, and C++.

The Smalltalk language, which was developed at Xerox PARC (by Alan Kay and others) 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. Smalltalk and with it OOP were introduced to a wider audience by the August 1981 issue of Byte magazine.

In the 1970s, Kay's Smalltalk work had influenced the Lisp community to incorporate object-based techniques which were introduced to developers via the Lisp machine. Experimentation with various extensions to Lisp (like LOOPS and Flavors introducing multiple inheritance and mixins), eventually led to the Common Lisp Object System (CLOS, a part of the first standardized object-oriented programming language, ANSI Common Lisp), which integrates functional programming and object-oriented programming and allows extension via a Meta-object protocol. 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 in the early and mid 1990's when programming languages supporting the techniques became widely available. These included Visual FoxPro 3.0, C++[citation needed], and Delphi[citation needed]. Its dominance was further enhanced by the rising popularity of graphical user interfaces, which rely heavily upon object-oriented programming techniques. 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[who?] 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 (although this had been in common use in the 1960s or earlier). Modula-2 (1978) 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, 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.


0 Comments

Write a comment

Rating:    

Share On Facebook
Search And Find
Epik Search:

Related Clips for Object-oriented-development

Join The Epik Network
Join Now:

Browse The Epik Network

  • 74

    Examinations

    Sqlprimer

    Anitabryant

    Sybilleek

    Lasirenita

    Susanminot

    Stripteases

    Albertwynn

    Hemiplegia

    Maryantin

    Terryleahy

    Brucebanner

    Informante

    74

    Unarosablu

    Fabfilippo

    Sub-saharan

    Gideonlevy

    Sethgoldman

    Didiercuche