The OOP Principles
By: aathishankaran in Java Tutorials on 2007-02-01
All object-oriented programming languages provide mechanisms that help you implement the object-oriented model. They are encapsulation, inheritance, and polymorphism. Let us take a look at these concepts.
Encapsulation
Encapsulation is the mechanism that binds together code and the data it manipulates, and keeps both safe from outside interference and misuse. One way to think about encapsulation is as a protective wrapper that prevents the code and data from being arbitrarily accessed by other code defined outside the wrapper. Access to the code and data inside the wrapper is tightly controlled through a well-defined interface.
In java the basis of encapsulation is the class. The following brief discussion will be helpful now. A class defines the structure and behavior (data and code) that will be shared by a set of objects. Each object of given class contains the structure and behavior defined by the class, as if it were stamped out by a mold in the shape of the class. For this reason, objects are some times referred to as instances of a class. Thus, a class is logical construct; an object has physical reality.
When you create a class, you will specify the code and data that constitute that class. Collectively, these elements are called members of the class. Specifically, the data defined by the class are referred to as member variables or instance variables. The code that operates on that data is referred to as member methods or just methods. (if you are familiar with C/C++, it may help to know that what a java programs, the method define how the member variables can be used. This means that the behavior and interface of a class are defined by the methods that operate on its instance data.
Each method or variable in a class may be marked private or public. The public interface of a class represents everything that external users of the class need to know, or may know. The private methods and data can only be accessed by code that is a member of the class. Therefore any other code that is not a member of the class cannot access a private method of variable.
Inheritance
Inheritance is the process by which one object acquires the properties of another object. This is important because it supports the concept of hierarchical classification. Most knowledge is made manageable by hierarchical (that is, top-down) classifications. For example, a Golden Retriever is part of the classification dog, which in turn is part of the mammal class, which is under the larger class animal. Without the use of hierarchies, each object would need to define all of its characteristics explicitly. However, by use of inheritance, an object need only define those qualities that make it unique within its class. It can inherit its general attributes from its parent. Thus, it is the inheritance mechanism that makes it possible for one object to be a specific instance of a more general case.
Inheritance interacts with encapsulation as well. If a given class encapsulates some attributes, then any subclass will have the same attributes plus any that it adds as part of its specialization.
Polymorphism
Polymorphism (from the Greek, meaning 'many forms') is a feature that allows one interface to be used for a general class of actions. The specific action is determined by the exact nature of the situation. Consider a stack (which is a last-in, first-out list). You might have a program that requires three types of stacks. One stack is used for integer values, one for floating-point values, and one for characters. The algorithm that implements each stack is the same, even though the data being stored differs. In a non-object-oriented language, you would be required to create three different sets of stack routines, with each set using different names. However, because of polymorphism, in java you can specify a general set of stack routines that all share the same names.
More generally, the concept of polymorphism is often expressed by the phrase 'one interface, multiple methods.' This means that it is possible to design a generic interface to a group of related activities. This helps reduce complexity by allowing the same interface to be used to specify a general class of action. It is the compiler's job to select the specific action (that is , method) as it applies to each situation.
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