OOP Concept
1) Class
- The entire set of data, and code of an object can be made a user-defined data type with the help of a class.
- In fact, Object are the variables of the type class.
- Once a class has been defined , we can create number of objects belonging to that class.
- Each object is associated with the data of type class with which they are created.
- So, class is a collection of objects of similar type.
- For example, mango, apple & banana are members of class fruit.
- Classes are user-defined data types & behave like the built-in types of a programming language.
- The syntax of creating an object is no different than the syntax used to create an integer object in c.
- If fruit has been defined as a class, then the statement fruit mango;
- It will create an object mango belonging to the class fruit.
2) Object
- Objects are the basic run-time entities in the object oriented system.
- They may represent a person, a place, a table of data, a bank account or any item that a program has to handle.
- They also represent user define data.
- When a program is executed, the objects interact by sending messages to one another.
- For example if “customer” and “account” are two objects in a program then the customer object may send a message to the account object requesting for the bank balance.
- Each object contains data, code and code to manipulate that data.
3) Encapsulation
- The wrapping up of data & functions into a single unit is known as encapsulation.
- Data encapsulation is the most striking feature of a class.
- The data is not accessible to the outside world & only those functions which are wrapped in the class can access it.
- These functions provide the interface between the data of object & the program.
- This insulation of the data from direct access by the program is called data hiding or information hiding.
- Abstraction refers to the act of representing essential features without including the background details or explanations.
- Classes use the concept of abstraction & are defined as a list of abstract attributes such as size ,weight ,cost & functions to operate on these attributes. They encapsulate all the essential properties of the objects that are to be created.
- The attributes are sometimes called data members because they hold information.
- The functions that operate on these data are sometimes called methods or member functions.
- The classes use the concept of data abstraction , they are known as Abstract Data Types (ADT).
4) Inheritance
- Inheritance is the process by which objects of one class acquire the properties of objects of another class.
- It supports the concept of hierarchical classification.
- For example , the bird sparrow is a part of the class “flying bird” which is again a part of the class “bird”.
- The principle behind this sort of division is that each derived class shares common characteristics with the class from which it is derived as illustrated in fig. :1.4.
- In OOP, the concept of inheritance provides the idea of reusability.
- This means that we can add additional features to an existing class without modifying it.
- This is possible by deriving a new class from the existing one.
- The new class will have the combined features of both the classes.
- Note , that each sub-class defines only those features that are unique to it.
- Without the use of classification , each class would have to explicitly include all of its features
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