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Object-oriented programming
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                                     Programming paradigms
   •   Agent-oriented
   •   Component-based
            o Flow-based
            o Pipeline
   •   Concatenative
   •   Concurrent computing
   •   Context-oriented
   •   Declarative (Contrast: Imperative)
            o Functional
                     Dataflow
                               Reactive
            o Goal-directed
                     Constraint
                     Constraint logic
                     Logic
                               Abductive logic
                               Inductive logic
   •   Event-driven
   •   Feature-oriented
   •   Function-level (Contrast: Value-level)
   •   Imperative (Contrast: Declarative)
            o Advanced separation of concerns
                     Aspect-oriented
                     Subject-oriented
            o Array (Contrast: Scalar)
            o Automata-based
            o Object-oriented
                     Class-based
                     Prototype-based
            o Procedural
                     Structured
            o Role-oriented
            o Scalar (Contrast: Array)
   •   Iterative (Contrast: Recursive)
   •   Metaprogramming
            o Attribute-oriented
            o Automatic
                     Generic
                               Template
                                        Policy-based
                     Language-oriented
                               Grammar-oriented
                                        Dialecting
                               Intentional
            o Reflective
   •   Modular
   •   Nondeterministic
•     Parallel computing
             o Process-oriented
   •     Programming in the large and programming in the small
   •     Recursive (Contrast: Iterative)
   •     Tree
   •     Value-level (Contrast: Function-level)

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Object-oriented programming (OOP) is a programming paradigm that uses quot;objectsquot;
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.

Contents
[hide]

         1 Overview
   •
         2 History
   •
         3 Fundamental concepts
   •
         4 OOP in scripting
   •
         5 Problems and patterns
   •
             o 5.1 Gang of Four design patterns
             o 5.2 Object-orientation and databases
             o 5.3 Matching real world
         6 Formal definition
   •
             o 6.1 OOPS
         7 Criticism
   •
         8 See also
   •
         9 References
   •
         10 Further reading
   •

         11 External links
   •


   [edit] Overview
Object-oriented programming can trace its roots to the 1960s. As hardware and
software became increasingly complex, quality was often compromised. 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. The methodology focuses on data rather than processes, with
programs composed of self-sufficient modules (objects) each containing all the
information needed to manipulate its own data structure.

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 quot;object-oriented.quot;[citation needed]

OOP may be seen as a collection of cooperating objects, as opposed to the more
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 quot;operatorsquot;) on the objects are closely associated with
the object. For example, the data structures tend to carry their own operators around
with them (or at least quot;inheritquot; them from a similar object or class). The conventional
approach tends to consider data and behavior separate.

[edit] History
The 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, 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[1]. 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. 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 enhanced by the rising popularity of graphical user interfaces, for which object-
oriented programming seems to be 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, 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 with the important caveat that it is, of
course, restricted to the Microsoft platform.

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).

[edit] Fundamental concepts
A survey by Deborah J. Armstrong [2] of nearly 40 years of computing literature
identified a number of quot;quarksquot;, or fundamental concepts, found in the strong majority
of definitions of OOP. They are the following:
Class
         Defines the abstract characteristics of a thing (object), including the thing's
         characteristics (its attributes, fields or properties) and the thing's behaviors
         (the things it can do, or methods, operations or features). One might say that
         a class is a blueprint or factory that describes the nature of something. For
         example, the class Dog would consist of traits shared by all dogs, such as breed
         and fur color (characteristics), and the ability to bark and sit (behaviors).
         Classes provide modularity and structure in an object-oriented computer
         program. A class should typically be recognizable to a non-programmer familiar
         with the problem domain, meaning that the characteristics of the class should
         make sense in context. Also, the code for a class should be relatively self-
         contained (generally using encapsulation). Collectively, the properties and
         methods defined by a class are called members.
Object
        A pattern (exemplar) of a class. The class of Dog defines all possible dogs by
        listing the characteristics and behaviors they can have; the object Lassie is one
        particular dog, with particular versions of the characteristics. A Dog has fur;
        Lassie has brown-and-white fur.
Instance
        One can have an instance of a class or a particular object. The instance is the
        actual object created at runtime. In programmer jargon, the Lassie object is an
        instance of the Dog class. The set of values of the attributes of a particular
        object is called its state. The object consists of state and the behaviour that's
        defined in the object's class.
Method
        An object's abilities. In language, methods (sometimes referred to as
        quot;functionsquot;) are verbs. Lassie, being a Dog, has the ability to bark. So bark()
        is one of Lassie's methods. She may have other methods as well, for example
        sit() or eat() or walk() or save_timmy(). Within the program, using a
        method usually affects only one particular object; all Dogs can bark, but you
        need only one particular dog to do the barking.
Message passing
        quot;The process by which an object sends data to another object or asks the other
        object to invoke a method.quot; [2] Also known to some programming languages as
        interfacing. For example, the object called Breeder may tell the Lassie object
        to sit by passing a quot;sitquot; message which invokes Lassie's quot;sitquot; method. The
        syntax varies between languages, for example: [Lassie sit] in Objective-C.
        In Java code-level message passing corresponds to quot;method callingquot;. Some
        dynamic languages use double-dispatch or multi-dispatch to find and pass
        messages.
Inheritance
        quot;Subclassesquot; are more specialized versions of a class, which inherit attributes
        and behaviors from their parent classes, and can introduce their own.
        For example, the class Dog might have sub-classes called Collie, Chihuahua,
        and GoldenRetriever. In this case, Lassie would be an instance of the
        Collie subclass. Suppose the Dog class defines a method called bark() and a
        property called furColor. Each of its sub-classes (Collie, Chihuahua, and
        GoldenRetriever) will inherit these members, meaning that the programmer
        only needs to write the code for them once.
Each subclass can alter its inherited traits. For example, the Collie class might
       specify that the default furColor for a collie is brown-and-white. The
       Chihuahua subclass might specify that the bark() method produces a high
       pitch by default. Subclasses can also add new members. The Chihuahua
       subclass could add a method called tremble(). So an individual chihuahua
       instance would use a high-pitched bark() from the Chihuahua subclass, which
       in turn inherited the usual bark() from Dog. The chihuahua object would also
       have the tremble() method, but Lassie would not, because she is a Collie,
       not a Chihuahua. In fact, inheritance is an quot;a... is aquot; relationship between
       classes, while instantiation is an quot;is aquot; relationship between an object and a
       class: a Collie is a Dog (quot;a... is aquot;), but Lassie is a Collie (quot;is aquot;). Thus, the
       object named Lassie has the methods from both classes Collie and Dog.
       Multiple inheritance is inheritance from more than one ancestor class, neither of
       these ancestors being an ancestor of the other. For example, independent classes
       could define Dogs and Cats, and a Chimera object could be created from these
       two which inherits all the (multiple) behavior of cats and dogs. This is not
       always supported, as it can be hard both to implement and to use well.
Abstraction
       Abstraction is simplifying complex reality by modelling classes appropriate to
       the problem, and working at the most appropriate level of inheritance for a
       given aspect of the problem.
       For example, Lassie the Dog may be treated as a Dog much of the time, a
       Collie when necessary to access Collie-specific attributes or behaviors, and
       as an Animal (perhaps the parent class of Dog) when counting Timmy's pets.
       Abstraction is also achieved through Composition. For example, a class Car
       would be made up of an Engine, Gearbox, Steering objects, and many more
       components. To build the Car class, one does not need to know how the
       different components work internally, but only how to interface with them, i.e.,
       send messages to them, receive messages from them, and perhaps make the
       different objects composing the class interact with each other.
Encapsulation
       Encapsulation conceals the functional details of a class from objects that send
       messages to it.
       For example, the Dog class has a bark() method. The code for the bark()
       method defines exactly how a bark happens (e.g., by inhale() and then
       exhale(), at a particular pitch and volume). Timmy, Lassie's friend, however,
       does not need to know exactly how she barks. Encapsulation is achieved by
       specifying which classes may use the members of an object. The result is that
       each object exposes to any class a certain interface — those members accessible
       to that class. The reason for encapsulation is to prevent clients of an interface
       from depending on those parts of the implementation that are likely to change in
       future, thereby allowing those changes to be made more easily, that is, without
       changes to clients. For example, an interface can ensure that puppies can only
       be added to an object of the class Dog by code in that class. Members are often
       specified as public, protected or private, determining whether they are
       available to all classes, sub-classes or only the defining class. Some languages
       go further: Java uses the default access modifier to restrict access also to classes
       in the same package, C# and VB.NET reserve some members to classes in the
same assembly using keywords internal (C#) or Friend (VB.NET), and Eiffel
      and C++ allow one to specify which classes may access any member.
Polymorphism
      Polymorphism allows the programmer to treat derived class members just like
      their parent class' members. More precisely, Polymorphism in object-oriented
      programming is the ability of objects belonging to different data types to
      respond to method calls of methods of the same name, each one according to an
      appropriate type-specific behavior. One method, or an operator such as +, -, or
      *, can be abstractly applied in many different situations. If a Dog is commanded
      to speak(), this may elicit a bark(). However, if a Pig is commanded to
      speak(), this may elicit an oink(). They both inherit speak() from Animal,
      but their derived class methods override the methods of the parent class; this is
      Overriding Polymorphism. Overloading Polymorphism is the use of one method
      signature, or one operator such as quot;+quot;, to perform several different functions
      depending on the implementation. The quot;+quot; operator, for example, may be used
      to perform integer addition, float addition, list concatenation, or string
      concatenation. Any two subclasses of Number, such as Integer and Double,
      are expected to add together properly in an OOP language. The language must
      therefore overload the addition operator, quot;+quot;, to work this way. This helps
      improve code readability. How this is implemented varies from language to
      language, but most OOP languages support at least some level of overloading
      polymorphism. Many OOP languages also support Parametric Polymorphism,
      where code is written without mention of any specific type and thus can be used
      transparently with any number of new types. Pointers are an example of a
      simple polymorphic routine that can be used with many different types of
      objects.[3]
Decoupling
      Decoupling allows for the separation of object interactions from classes and
      inheritance into distinct layers of abstraction. A common use of decoupling is to
      polymorphically decouple the encapsulation, which is the practice of using
      reusable code to prevent discrete code modules from interacting with each
      other.

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.

[edit] OOP in scripting
In 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 3, 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. Another popular scripting language that
exploits this approach is Lua. Earlier versions of ActionScript (a partial superset of the
ECMA-262 R3, otherwise known as ECMAScript) also used a prototype based object
model. Later versions of ActionScript incorporate a combination of classification and
prototype based object models based largely on the currently incomplete ECMA-262
R4 specification, which has its roots in an early JavaScript 2 Proposal. Microsoft's
JScript.NET also includes a mash-up of object models based on the same proposal, and
is also a superset of the ECMA-262 R3 specification.

[edit] Problems and patterns
There 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 quot;design patternsquot; 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.

[edit] Gang of Four design patterns

       Main article: Design Patterns

Design 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 quot;Gang of Four.quot; 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:

       Creational patterns : Factory Pattern, Abstract Factory Pattern, Singleton
   •
       Pattern, Builder Pattern, Prototype Pattern
       Structural patterns : Adapter Pattern, Bridge Pattern, Composite Pattern,
   •
       Decorator Pattern, Facade Pattern, Flyweight Pattern, Proxy Pattern
       Behavioral patterns : Chain of Responsibility Pattern, Command Pattern,
   •
       Interpreter Pattern, Iterator Pattern, Mediator Pattern, Memento Pattern,
       Observer Pattern, State pattern, Strategy Pattern, Template Pattern, Visitor
       Pattern

[edit] Object-orientation and databases

       Main articles: Object-Relational impedance mismatch, Object-relational
       mapping, and Object database

Both 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.

[edit] Matching real world

OOP 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; quot;Reality is a cousin twice removedquot;. At the same
time, some principal limitations of OOP had been noted. [5]

However, Niklaus Wirth said of OOP in his paper quot;Good Ideas through the Looking
Glassquot;, quot;This paradigm closely reflects the structure of systems 'in the real world', and it
is therefore well suited to model complex systems with complex behaviours.quot;

[edit] Formal definition
There 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:

       coalgebraic datatypes
   •
       existential quantification and modules
   •
       recursion
   •
       records and record extensions
   •
       F-bounded polymorphism
   •

Attempts to find a consensus definition or theory behind objects have not proven very
successful (however, see quot;Abadi & Cardelli: A Theory of Objectsquot; [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 quot;mapquot; 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 quot;prototypingquot;).

[edit] OOPS

The term OOPS, which refers to an object-oriented programming system, is widely
used and was common in early development of object-oriented programming.[citation needed]

[edit] Criticism
       Luca Cardelli wrote a paper titled 'Bad Engineering Properties of Object-
   •
       Oriented Languages'.
Richard Stallman wrote in 1995, quot;Adding OOP to Emacs is not clearly an
  •
       improvement; I used OOP when working on the Lisp Machine window systems,
       and I disagree with the usual view that it is a superior way to program.quot;[7]
       A study by Potok et al. [8] has shown no significant difference in productivity
  •
       between OOP and procedural approaches.
       Christopher J. Date stated that critical comparison of OOP to other technologies,
  •
       relational in particular, is difficult because of lack of an agreed-upon and
       rigorous definition of OOP.[9]
       Alexander Stepanov suggested that OOP provides a mathematically-limited
  •
       viewpoint and called it, quot;almost as much of a hoax as Artificial Intelligencequot;
       (possibly referring to the Artificial Intelligence projects and marketing of the
       1980s that are sometimes viewed as overzealous in retrospect)[10][11].

[edit] See also
       Abstract data type
  •
       Aspect-oriented programming
  •
       Circle-ellipse problem
  •
       Constructor overloading
  •
       CORBA
  •
       Design by contract
  •
       DCOM
  •
       Dot notation
  •
       IDEF4
  •
       Interface description language
  •
       Lepus3 an Object-Oriented design description language
  •
       List of object-oriented programming terms
  •
       Object association
  •
       Object database
  •
       Object-oriented analysis and design
  •
       Object-oriented programming language
  •
       Object-relational impedance mismatch (and The Third Manifesto)
  •
       Object-relational mapping
  •
       Procedural programming
  •
       Refactoring
  •
       Software componentry
  •


[edit] References
  1. ^ Kay, Alan. quot;The Early History of Smalltalkquot;. Retrieved on 2007-09-13.
  2. ^ a b Armstrong, The Quarks of Object-Oriented Development. In descending order of
       popularity, the quot;quarksquot; are: Inheritance, Object, Class, Encapsulation, Method,
       Message Passing, Polymorphism, Abstraction
  3.   ^ B. Stroustrup, The C++ Programming Language, 3rd-ed., p. 158
  4.   ^ Meyer, Second Edition, p. 230
  5.   ^ M.Trofimov, OOOP - The Third quot;Oquot; Solution: Open OOP. First Class, OMG, 1993,
       Vol. 3, issue 3, p.14.
  6.   ^ A Theory of Objects, Martin Abadi and Luca Cardelli
  7.   ^ quot;Mode inheritance, cloning, hooks & OOP (Google Groups Discussion)quot;.
8. ^ http://www.csm.ornl.gov/~v8q/Homepage/Papers%20Old/spetep-%20printable.pdf
   9. ^ C. J. Date, Introduction to Database Systems, 6th-ed., Page 650
   10. ^ The AI Effect
   11. ^ STLport: An Interview with A. Stepanov

[edit] Further reading


Wikibooks' Computer programming has more about this subject:
Object oriented programming


At Wikiversity you can learn about Object-oriented programming at:
Topic:Object-Oriented Programming

       Schach, Stephen (2006). Object-Oriented and Classical Software Engineering,
   •
       Seventh Edition. McGraw-Hill. ISBN 0-073-19126-4.
       Abadi, Martin; Luca Cardelli. A Theory of Objects. Springer-Verlag. ISBN
   •
       0-387-94775-2.
       Abelson, Harold; Gerald Jay Sussman,. Structure and Interpretation of
   •
       Computer Programs. The MIT Press. ISBN 0-262-01153-0.
       Armstrong, Deborah J. (February 2006). quot;The Quarks of Object-Oriented
   •
       Developmentquot;. Communications of the ACM 49 (2): 123–128.
       doi:10.1145/1113034.1113040. ISSN 0001-0782.
       http://portal.acm.org/citation.cfm?id=1113040. Retrieved on 8 August 2006.
       Booch, Grady. Object-Oriented Analysis and Design with Applications.
   •
       Addison-Wesley. ISBN 0-8053-5340-2.
       Eeles, Peter; Oliver Sims. Building Business Objects. John Wiley & Sons. ISBN
   •
       0-471-19176-0.
       Gamma, Erich; Richard Helm, Ralph Johnson, John Vlissides. Design Patterns:
   •
       Elements of Reusable Object Oriented Software. Addison-Wesley. ISBN
       0-201-63361-2.
       Harmon, Paul; William Morrissey. The Object Technology Casebook - Lessons
   •
       from Award-Winning Business Applications. John Wiley & Sons. ISBN
       0-471-14717-6.
       Jacobson, Ivar. Object-Oriented Software Engineering: A Use Case-Driven
   •
       Approach. Addison-Wesley. ISBN 0-201-54435-0.
       Kay, Alan. The Early History of Smalltalk. http://gagne.homedns.org/
   •
       %7etgagne/contrib/EarlyHistoryST.html.
       Meyer, Bertrand (1997). Object-Oriented Software Construction. Prentice Hall.
   •
       ISBN 0-13-629155-4.
       Rumbaugh, James; Michael Blaha, William Premerlani, Frederick Eddy,
   •
       William Lorensen. Object-Oriented Modeling and Design. Prentice Hall. ISBN
       0-13-629841-9.
       Taylor, David A.. Object-Oriented Information Systems - Planning and
   •
       Implementation. John Wiley & Sons. ISBN 0-471-54364-0.
[edit] External links
          Programming Styles: Procedural, OOP, and AOP
   •



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OOP Fundamentals Explained

  • 1. Object-oriented programming From Wikipedia, the free encyclopedia Jump to: navigation, search Programming paradigms • Agent-oriented • Component-based o Flow-based o Pipeline • Concatenative • Concurrent computing • Context-oriented • Declarative (Contrast: Imperative) o Functional  Dataflow  Reactive o Goal-directed  Constraint  Constraint logic  Logic  Abductive logic  Inductive logic • Event-driven • Feature-oriented • Function-level (Contrast: Value-level) • Imperative (Contrast: Declarative) o Advanced separation of concerns  Aspect-oriented  Subject-oriented o Array (Contrast: Scalar) o Automata-based o Object-oriented  Class-based  Prototype-based o Procedural  Structured o Role-oriented o Scalar (Contrast: Array) • Iterative (Contrast: Recursive) • Metaprogramming o Attribute-oriented o Automatic  Generic  Template  Policy-based  Language-oriented  Grammar-oriented  Dialecting  Intentional o Reflective • Modular • Nondeterministic
  • 2. Parallel computing o Process-oriented • Programming in the large and programming in the small • Recursive (Contrast: Iterative) • Tree • Value-level (Contrast: Function-level) This box: view • talk • edit Object-oriented programming (OOP) is a programming paradigm that uses quot;objectsquot; 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. Contents [hide] 1 Overview • 2 History • 3 Fundamental concepts • 4 OOP in scripting • 5 Problems and patterns • o 5.1 Gang of Four design patterns o 5.2 Object-orientation and databases o 5.3 Matching real world 6 Formal definition • o 6.1 OOPS 7 Criticism • 8 See also • 9 References • 10 Further reading • 11 External links • [edit] Overview Object-oriented programming can trace its roots to the 1960s. As hardware and software became increasingly complex, quality was often compromised. 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. The methodology focuses on data rather than processes, with programs composed of self-sufficient modules (objects) each containing all the information needed to manipulate its own data structure. 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
  • 3. 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 quot;object-oriented.quot;[citation needed] OOP may be seen as a collection of cooperating objects, as opposed to the more 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 quot;operatorsquot;) on the objects are closely associated with the object. For example, the data structures tend to carry their own operators around with them (or at least quot;inheritquot; them from a similar object or class). The conventional approach tends to consider data and behavior separate. [edit] History The 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, 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[1]. 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. 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.
  • 4. 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 enhanced by the rising popularity of graphical user interfaces, for which object- oriented programming seems to be 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, 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 with the important caveat that it is, of course, restricted to the Microsoft platform. 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). [edit] Fundamental concepts A survey by Deborah J. Armstrong [2] of nearly 40 years of computing literature identified a number of quot;quarksquot;, or fundamental concepts, found in the strong majority of definitions of OOP. They are the following:
  • 5. Class Defines the abstract characteristics of a thing (object), including the thing's characteristics (its attributes, fields or properties) and the thing's behaviors (the things it can do, or methods, operations or features). One might say that a class is a blueprint or factory that describes the nature of something. For example, the class Dog would consist of traits shared by all dogs, such as breed and fur color (characteristics), and the ability to bark and sit (behaviors). Classes provide modularity and structure in an object-oriented computer program. A class should typically be recognizable to a non-programmer familiar with the problem domain, meaning that the characteristics of the class should make sense in context. Also, the code for a class should be relatively self- contained (generally using encapsulation). Collectively, the properties and methods defined by a class are called members. Object A pattern (exemplar) of a class. The class of Dog defines all possible dogs by listing the characteristics and behaviors they can have; the object Lassie is one particular dog, with particular versions of the characteristics. A Dog has fur; Lassie has brown-and-white fur. Instance One can have an instance of a class or a particular object. The instance is the actual object created at runtime. In programmer jargon, the Lassie object is an instance of the Dog class. The set of values of the attributes of a particular object is called its state. The object consists of state and the behaviour that's defined in the object's class. Method An object's abilities. In language, methods (sometimes referred to as quot;functionsquot;) are verbs. Lassie, being a Dog, has the ability to bark. So bark() is one of Lassie's methods. She may have other methods as well, for example sit() or eat() or walk() or save_timmy(). Within the program, using a method usually affects only one particular object; all Dogs can bark, but you need only one particular dog to do the barking. Message passing quot;The process by which an object sends data to another object or asks the other object to invoke a method.quot; [2] Also known to some programming languages as interfacing. For example, the object called Breeder may tell the Lassie object to sit by passing a quot;sitquot; message which invokes Lassie's quot;sitquot; method. The syntax varies between languages, for example: [Lassie sit] in Objective-C. In Java code-level message passing corresponds to quot;method callingquot;. Some dynamic languages use double-dispatch or multi-dispatch to find and pass messages. Inheritance quot;Subclassesquot; are more specialized versions of a class, which inherit attributes and behaviors from their parent classes, and can introduce their own. For example, the class Dog might have sub-classes called Collie, Chihuahua, and GoldenRetriever. In this case, Lassie would be an instance of the Collie subclass. Suppose the Dog class defines a method called bark() and a property called furColor. Each of its sub-classes (Collie, Chihuahua, and GoldenRetriever) will inherit these members, meaning that the programmer only needs to write the code for them once.
  • 6. Each subclass can alter its inherited traits. For example, the Collie class might specify that the default furColor for a collie is brown-and-white. The Chihuahua subclass might specify that the bark() method produces a high pitch by default. Subclasses can also add new members. The Chihuahua subclass could add a method called tremble(). So an individual chihuahua instance would use a high-pitched bark() from the Chihuahua subclass, which in turn inherited the usual bark() from Dog. The chihuahua object would also have the tremble() method, but Lassie would not, because she is a Collie, not a Chihuahua. In fact, inheritance is an quot;a... is aquot; relationship between classes, while instantiation is an quot;is aquot; relationship between an object and a class: a Collie is a Dog (quot;a... is aquot;), but Lassie is a Collie (quot;is aquot;). Thus, the object named Lassie has the methods from both classes Collie and Dog. Multiple inheritance is inheritance from more than one ancestor class, neither of these ancestors being an ancestor of the other. For example, independent classes could define Dogs and Cats, and a Chimera object could be created from these two which inherits all the (multiple) behavior of cats and dogs. This is not always supported, as it can be hard both to implement and to use well. Abstraction Abstraction is simplifying complex reality by modelling classes appropriate to the problem, and working at the most appropriate level of inheritance for a given aspect of the problem. For example, Lassie the Dog may be treated as a Dog much of the time, a Collie when necessary to access Collie-specific attributes or behaviors, and as an Animal (perhaps the parent class of Dog) when counting Timmy's pets. Abstraction is also achieved through Composition. For example, a class Car would be made up of an Engine, Gearbox, Steering objects, and many more components. To build the Car class, one does not need to know how the different components work internally, but only how to interface with them, i.e., send messages to them, receive messages from them, and perhaps make the different objects composing the class interact with each other. Encapsulation Encapsulation conceals the functional details of a class from objects that send messages to it. For example, the Dog class has a bark() method. The code for the bark() method defines exactly how a bark happens (e.g., by inhale() and then exhale(), at a particular pitch and volume). Timmy, Lassie's friend, however, does not need to know exactly how she barks. Encapsulation is achieved by specifying which classes may use the members of an object. The result is that each object exposes to any class a certain interface — those members accessible to that class. The reason for encapsulation is to prevent clients of an interface from depending on those parts of the implementation that are likely to change in future, thereby allowing those changes to be made more easily, that is, without changes to clients. For example, an interface can ensure that puppies can only be added to an object of the class Dog by code in that class. Members are often specified as public, protected or private, determining whether they are available to all classes, sub-classes or only the defining class. Some languages go further: Java uses the default access modifier to restrict access also to classes in the same package, C# and VB.NET reserve some members to classes in the
  • 7. same assembly using keywords internal (C#) or Friend (VB.NET), and Eiffel and C++ allow one to specify which classes may access any member. Polymorphism Polymorphism allows the programmer to treat derived class members just like their parent class' members. More precisely, Polymorphism in object-oriented programming is the ability of objects belonging to different data types to respond to method calls of methods of the same name, each one according to an appropriate type-specific behavior. One method, or an operator such as +, -, or *, can be abstractly applied in many different situations. If a Dog is commanded to speak(), this may elicit a bark(). However, if a Pig is commanded to speak(), this may elicit an oink(). They both inherit speak() from Animal, but their derived class methods override the methods of the parent class; this is Overriding Polymorphism. Overloading Polymorphism is the use of one method signature, or one operator such as quot;+quot;, to perform several different functions depending on the implementation. The quot;+quot; operator, for example, may be used to perform integer addition, float addition, list concatenation, or string concatenation. Any two subclasses of Number, such as Integer and Double, are expected to add together properly in an OOP language. The language must therefore overload the addition operator, quot;+quot;, to work this way. This helps improve code readability. How this is implemented varies from language to language, but most OOP languages support at least some level of overloading polymorphism. Many OOP languages also support Parametric Polymorphism, where code is written without mention of any specific type and thus can be used transparently with any number of new types. Pointers are an example of a simple polymorphic routine that can be used with many different types of objects.[3] Decoupling Decoupling allows for the separation of object interactions from classes and inheritance into distinct layers of abstraction. A common use of decoupling is to polymorphically decouple the encapsulation, which is the practice of using reusable code to prevent discrete code modules from interacting with each other. 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. [edit] OOP in scripting In 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 3, 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
  • 8. prototypes rather than inheriting from a class. Another popular scripting language that exploits this approach is Lua. Earlier versions of ActionScript (a partial superset of the ECMA-262 R3, otherwise known as ECMAScript) also used a prototype based object model. Later versions of ActionScript incorporate a combination of classification and prototype based object models based largely on the currently incomplete ECMA-262 R4 specification, which has its roots in an early JavaScript 2 Proposal. Microsoft's JScript.NET also includes a mash-up of object models based on the same proposal, and is also a superset of the ECMA-262 R3 specification. [edit] Problems and patterns There 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 quot;design patternsquot; 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. [edit] Gang of Four design patterns Main article: Design Patterns Design 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 quot;Gang of Four.quot; 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: Creational patterns : Factory Pattern, Abstract Factory Pattern, Singleton • Pattern, Builder Pattern, Prototype Pattern Structural patterns : Adapter Pattern, Bridge Pattern, Composite Pattern, • Decorator Pattern, Facade Pattern, Flyweight Pattern, Proxy Pattern Behavioral patterns : Chain of Responsibility Pattern, Command Pattern, • Interpreter Pattern, Iterator Pattern, Mediator Pattern, Memento Pattern, Observer Pattern, State pattern, Strategy Pattern, Template Pattern, Visitor Pattern [edit] Object-orientation and databases Main articles: Object-Relational impedance mismatch, Object-relational mapping, and Object database Both 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.
  • 9. There are also object databases which can be used to replace RDBMSs, but these have not been as commercially successful as RDBMSs. [edit] Matching real world OOP 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; quot;Reality is a cousin twice removedquot;. At the same time, some principal limitations of OOP had been noted. [5] However, Niklaus Wirth said of OOP in his paper quot;Good Ideas through the Looking Glassquot;, quot;This paradigm closely reflects the structure of systems 'in the real world', and it is therefore well suited to model complex systems with complex behaviours.quot; [edit] Formal definition There 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: coalgebraic datatypes • existential quantification and modules • recursion • records and record extensions • F-bounded polymorphism • Attempts to find a consensus definition or theory behind objects have not proven very successful (however, see quot;Abadi & Cardelli: A Theory of Objectsquot; [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 quot;mapquot; 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 quot;prototypingquot;). [edit] OOPS The term OOPS, which refers to an object-oriented programming system, is widely used and was common in early development of object-oriented programming.[citation needed] [edit] Criticism Luca Cardelli wrote a paper titled 'Bad Engineering Properties of Object- • Oriented Languages'.
  • 10. Richard Stallman wrote in 1995, quot;Adding OOP to Emacs is not clearly an • improvement; I used OOP when working on the Lisp Machine window systems, and I disagree with the usual view that it is a superior way to program.quot;[7] A study by Potok et al. [8] has shown no significant difference in productivity • between OOP and procedural approaches. Christopher J. Date stated that critical comparison of OOP to other technologies, • relational in particular, is difficult because of lack of an agreed-upon and rigorous definition of OOP.[9] Alexander Stepanov suggested that OOP provides a mathematically-limited • viewpoint and called it, quot;almost as much of a hoax as Artificial Intelligencequot; (possibly referring to the Artificial Intelligence projects and marketing of the 1980s that are sometimes viewed as overzealous in retrospect)[10][11]. [edit] See also Abstract data type • Aspect-oriented programming • Circle-ellipse problem • Constructor overloading • CORBA • Design by contract • DCOM • Dot notation • IDEF4 • Interface description language • Lepus3 an Object-Oriented design description language • List of object-oriented programming terms • Object association • Object database • Object-oriented analysis and design • Object-oriented programming language • Object-relational impedance mismatch (and The Third Manifesto) • Object-relational mapping • Procedural programming • Refactoring • Software componentry • [edit] References 1. ^ Kay, Alan. quot;The Early History of Smalltalkquot;. Retrieved on 2007-09-13. 2. ^ a b Armstrong, The Quarks of Object-Oriented Development. In descending order of popularity, the quot;quarksquot; are: Inheritance, Object, Class, Encapsulation, Method, Message Passing, Polymorphism, Abstraction 3. ^ B. Stroustrup, The C++ Programming Language, 3rd-ed., p. 158 4. ^ Meyer, Second Edition, p. 230 5. ^ M.Trofimov, OOOP - The Third quot;Oquot; Solution: Open OOP. First Class, OMG, 1993, Vol. 3, issue 3, p.14. 6. ^ A Theory of Objects, Martin Abadi and Luca Cardelli 7. ^ quot;Mode inheritance, cloning, hooks & OOP (Google Groups Discussion)quot;.
  • 11. 8. ^ http://www.csm.ornl.gov/~v8q/Homepage/Papers%20Old/spetep-%20printable.pdf 9. ^ C. J. Date, Introduction to Database Systems, 6th-ed., Page 650 10. ^ The AI Effect 11. ^ STLport: An Interview with A. Stepanov [edit] Further reading Wikibooks' Computer programming has more about this subject: Object oriented programming At Wikiversity you can learn about Object-oriented programming at: Topic:Object-Oriented Programming Schach, Stephen (2006). Object-Oriented and Classical Software Engineering, • Seventh Edition. McGraw-Hill. ISBN 0-073-19126-4. Abadi, Martin; Luca Cardelli. A Theory of Objects. Springer-Verlag. ISBN • 0-387-94775-2. Abelson, Harold; Gerald Jay Sussman,. Structure and Interpretation of • Computer Programs. The MIT Press. ISBN 0-262-01153-0. Armstrong, Deborah J. (February 2006). quot;The Quarks of Object-Oriented • Developmentquot;. Communications of the ACM 49 (2): 123–128. doi:10.1145/1113034.1113040. ISSN 0001-0782. http://portal.acm.org/citation.cfm?id=1113040. Retrieved on 8 August 2006. Booch, Grady. Object-Oriented Analysis and Design with Applications. • Addison-Wesley. ISBN 0-8053-5340-2. Eeles, Peter; Oliver Sims. Building Business Objects. John Wiley & Sons. ISBN • 0-471-19176-0. Gamma, Erich; Richard Helm, Ralph Johnson, John Vlissides. Design Patterns: • Elements of Reusable Object Oriented Software. Addison-Wesley. ISBN 0-201-63361-2. Harmon, Paul; William Morrissey. The Object Technology Casebook - Lessons • from Award-Winning Business Applications. John Wiley & Sons. ISBN 0-471-14717-6. Jacobson, Ivar. Object-Oriented Software Engineering: A Use Case-Driven • Approach. Addison-Wesley. ISBN 0-201-54435-0. Kay, Alan. The Early History of Smalltalk. http://gagne.homedns.org/ • %7etgagne/contrib/EarlyHistoryST.html. Meyer, Bertrand (1997). Object-Oriented Software Construction. Prentice Hall. • ISBN 0-13-629155-4. Rumbaugh, James; Michael Blaha, William Premerlani, Frederick Eddy, • William Lorensen. Object-Oriented Modeling and Design. Prentice Hall. ISBN 0-13-629841-9. Taylor, David A.. Object-Oriented Information Systems - Planning and • Implementation. John Wiley & Sons. ISBN 0-471-54364-0.
  • 12. [edit] External links Programming Styles: Procedural, OOP, and AOP • [hide] v•d•e Software engineering Requirements analysis • Software design • Computer programming Fields • Formal methods • Software testing • Software deployment • Software maintenance Data modeling • Enterprise architecture • Functional specification • Modeling language • Programming paradigm • Software • Software Concepts architecture • Software development methodology • Software development process • Software quality • Software quality assurance • Structured analysis Agile • Aspect-oriented • Object orientation • Ontology • Service Orientations orientation • SDLC Development models: Agile • Iterative model • RUP • Scrum • Spiral model • Waterfall model • XP • V-Model Models Other models: CMMI • Data model • Function model • IDEF • Information model • Metamodeling • Object model • View model • UML Kent Beck • Grady Booch • Fred Brooks • Barry Boehm • Ward Cunningham • Ole-Johan Dahl • Tom DeMarco • Edsger W. Software Dijkstra • Martin Fowler • C. A. R. Hoare • Watts Humphrey • engineers Michael A. Jackson • Ivar Jacobson • Craig Larman • James Martin • Bertrand Meyer • David Parnas • Winston W. Royce • James Rumbaugh • Niklaus Wirth • Edward Yourdon Computer science • Computer engineering • Enterprise engineering Related fields • History • Management • Mathematics • Project management • Quality management • Software ergonomics • Systems engineering Retrieved from quot;http://en.wikipedia.org/wiki/Object-oriented_programmingquot; Categories: Object-oriented programming | Programming paradigms Hidden categories: All articles with unsourced statements | Articles with unsourced statements since January 2009 | Articles with unsourced statements since February 2008 | Articles with unsourced statements since April 2007 | Articles containing potentially dated statements from 2006 | All articles containing potentially dated statements Views Article • Discussion •
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