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OOP History and Core Concepts

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A little about history of OOP, its motivation, and core concepts

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OOP History and Core Concepts

  1. 1. OOP History and Core Concepts Nghia Bui katatunix@gmail.com Nov 2017
  2. 2. 2 What’s wrong with OOP?
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  9. 9. • So a lot of people are complaining about OOP • And we are still sitting here to talk about it??? 9 Read more at: http://www.yegor256.com/2016/08/15/what- is-wrong-object-oriented-programming.html
  10. 10. The fact is that… • Asking 10 people about what is OOP, received 11 answers, e.g.: – “OOP is bundling data and functions together” – “OOP is programming with classes and inheritance” – “OOP is all about behavior” – “OOP is all about message passing” – “OOP is programming with abstraction, encapsulation, polymorphism, and inheritance” – … 10
  11. 11. The misuse of OOP • OOP is just a tool in your programming toolbox • Just like any tool, it can be misused • OOP has been misused, both in academy and industry: – Focus too much on class inheritance: the strongest relationship which encourages tight-coupling – Abuse of mutable state: object state can change over time (with, e.g., setter methods) unnecessarily – Use god objects which defeat the purpose of objects: breaking-down program into small and manageable pieces called objects 11
  12. 12. OOP is actually a good tool • Every tool is good if you know what it is! • That’s why we – as software developers – still need to learn OOP, but in a correct way! 12
  13. 13. OOP History
  14. 14. [1960s] Simula: the first OO lang • Two Norwegians – Kristen Nygaard and Ole-Johan Dahl – working for the Norwegian Defense research • In 1960s they created Simula to solve modeling problems: – “They were working on simulations that deal with exploding ships, and realized they could group the ships into different categories. Each ship type would have its own class, and the class would generate its unique behavior and data. Simula was not only responsible for introducing the concept of a class, but it also introduced the instance of a class.” • Dahl–Nygaard Prize 14 Story: http://www.exforsys.com/tutorials/oops-concepts/the-history-of-object-oriented-programming.html Image: http://web.cecs.pdx.edu/~black/publications/O-JDahl.pdf
  15. 15. [1970s] Smalltalk: the purist OO lang • The term OOP was first used by Alan Kay at Xerox PARC in their Smalltalk language • The term was used to refer to the process of using objects as the foundation for computation • The Smalltalk team was inspired by the Simula project, but they designed Smalltalk so that it would be dynamic • Purist: – Everything is an object – No primitive types (int, float…) – Message-passing style, not method-invocation style 15
  16. 16. Since then… 1983: Bjarne Stroustrup ported the ideas of Simula to C to support simulation programming  “C with classes”  C++ 1984: Brad Cox added Smalltalk-style message- passing syntax to C and called it “Objective-C” 1995: Java – created by James Gosling – integrated implementation technology from Smalltalk and syntax from C++ 2000: C# is the main language of the .NET platform from Microsoft, it was created by Anders Hejlsberg, the most recent version is C# 7.1 16 Not to mention JavaScript, Ruby, Python…
  17. 17. OOP Motivation and Core Concepts In this section, only the core, essential, and general concepts of OOP are discussed, language concepts are ignored
  18. 18. Behaviors and Data • All software are about behaviors (*) operating on data, regardless the paradigm (Procedural/OO/Functional) • Data has concepts of: – “type” (or “structure”) – “value” (or “state”) • To operate on data, a behavior must: – understand the structure of the data – have ability of accessing/modifying/creating/deleting the state of the data • Behavior A can make use of (interact with) behavior B 18 (*) you can think behaviors as functions/procedures, here I want to avoid using such language-specific terms, the term “behaviors” is more general
  19. 19. Procedural programming (PP): data and behaviors are separated 19 • The Person struct is likely to be used in many places • Those places may accidentally change the state of the person data • When the structure of Person changes, all of those places are affected  PROBLEM: data are used in large scopes  But it’s not the fault of PP, it’s a matter of discipline
  20. 20. The solution/discipline of OOP • Data must be used in a small scope called object • Only the object has the direct access to its (internal) data • The outside interacts with the object A by using the behavior exposed/provided by A • Objects know about each other through behaviors, and make use of those behaviors by interacting/communicating • When decomposing program into objects, only behaviors matter, data don’t 20
  21. 21. OOP is all about behaviors! • Each object has one behavior • A behavior = a set of parameterized operations • An object is recognized by its behavior, not its data 21
  22. 22. The 4 characteristics of behaviors • the behavior of an object is its abstraction Abstraction • the behavior of an object encapsulates (hides) its (internal) details Encapsulation • behaviors are polymorphic Polymorphism • behaviors are inheritable Inheritance 22
  23. 23. Abstraction • The behavior of an object is its abstraction • The abstraction of an object is: – the most essential thing of that object – the most impressive thing of that object – stable / unlikely to change • Finding the right abstractions (i.e., correct behaviors) of objects is the key to programming with OO: – The right abs depends on the domain/app – What if we find the wrong abs? • Wrong abs are likely to change 23
  24. 24. Encapsulation • The behavior of an object encapsulates (hides) its (internal) details • Those details contain not only data but also everything that needs to be hidden • Abstraction and encapsulation are very closed: – To achieve abstraction, we need encapsulation – When we do encapsulation, we have abstraction • Anyway, both of them are the heart of OOP • They are really good for managing the complicity of software 24
  25. 25. Polymorphism • Behaviors are polymorphic • If an object a works with object b: – class A {void test(b){/*work with b*/}} – class A { private b; A(b) { this.b = b; } void test() {/*work with this.b*/} } • Then we can pass any object c behaving like b to a and a still works well • Benefit: Flexibility  Reusability 25 This technique is called “dependency injection”
  26. 26. Inheritance • Behaviors are inheritable • If we have an object a has a behavior with 2 operations x() and y() • Then there is a way to create an object b having those 2 operations, and optionally with extra customizations e.g.: – adding operation z() – removing operation x() – overriding operation y() • Benefit: Reusability 26 Not all languages support this
  27. 27. Inheritance controversy • In its essence, there is nothing wrong about inheritance: – It is a way to create objects having the same behaviors to existing objects with optional customizations • So where does the controversy come from? – Different languages have different ways to implement object creation – Thus, inheritance is implemented in very different ways, some ways are even different from the essence – Class inheritance in class-based & statically-typed languages is the problematic one; sadly, these languages are the most popular OOP languages 27
  28. 28. OOP key notes • Using behaviors as the basis of abstraction is the key of OOP. • When a concept is abstracted and encapsulated by a polymorphic behavior, we call it an object. • When we program / design by defining objects, creating objects and letting them interact in order to achieve dedicated tasks, we call it object-oriented programming / design. 28
  29. 29. Core concept vs. language concepts Core • Object, Behavior, Operation, Parameterized Operation, Interaction, Communication, Abstraction, Encapsulation, Polymorphism, Inheritance Lang • Type, Class, Struct, Method, Property, Interface, Abstract Class, Public, Private, Protected, Method Overriding/Overloading, Virtual Method, Class Inheritance, Exception, Static Method/Property, Generic Type… • Class-based Style, Prototype-based Style • Static Typing, Dynamic Typing 29

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