in object oriented programming what do you mean by object? - theory

i have some question about programming theory , in object oriented programming what do you mean by object?
thank you very much

think of it as
**class is
defining a model**
and object is
"bringing it to life "

I would say it is just an abstraction of an entity.
If it is too hard to understand it, how about the following:
Object is just an instance of something, with some properties to
describe it, and some actions/functions to manipulate it.
For example, you can see an basketball as an object, and it may look like:
basketball: {
// Properties to describe this ball!
int radius,
string color,
decimal price,
bool isItNew,
bool isItFullyPumped,
....
// Actions to act on this ball!
void roll()
void bounce()
void flying()
...
}
Of course, how to abstract a real life basketball to an programming object, is your choice and case-dependent, but you get the point of what is an object

Related

Accessing an array without static references in another class (OOP)

I'm new to object-oriented-programming, and I have set a strict goal for myself for my current project which is not using static variables. In the process I will try to learn about OOP.
I'm using the Haxe language and it's one of the best languages I've ever seen.
I know a bit about C pointers, and that pointers only store the address of a variable so its pretty much the same variable, just taking up less space (especially for large variables).
Now back to the present, I want to have pointer references to an array of objects of one class because
I want these objects to interact with each other,
and I don't want to have any static references,
and I don't want to have every object holding a copy of that array.
How should I go along accessing this array?
Or is there another OOP design pattern or something?
Please correct me if I got something wrong.
There are many questions in this brief.
You can just pass along a context along all your variables, it will be passed by pointer
class Context{
var level:Level=null;
var enemies:Array<Enemy>=[];
}
class Enemy{
var ctx:Context;
function new(ctx){ this.ctx=ctx; }
}
class Main{
static function main(){
new Game(new Context());
}
}
and in game, pass along the context to everyone :
new Enemy(ctx);
etc...
Frankly it is often easier to use static for contexts, like
class Context{
static var level:Level;
}
But that's up to you :)
As a side note, all non primitives are pointers to structure (ex arrays) just like java.

Exposing only void pointers in an API

I've seen a good deal of C libraries that do not present the objects they deal with internally as distinct types, but instead wrap them with void pointers before letting you access them. In practice, the "private" source files look something like:
typedef struct {
int value;
} object;
void * object_new(void)
{
object *o = malloc(sizeof(object));
o->value = 1;
return o;
}
int object_get(void *o)
{
return (object *)o->value;
}
void * object_free(void *o)
{
free(o);
}
And in the main header you have only:
void * object_new(void);
int object_get(void *o);
void * object_free(void *o);
Now I wonder: is there a particular reason they do so? If the idea is to ensure the API user has no access to the internals of the object, isn't it sufficient to only expose the type name in the main library header, and to hide the details of the underlying structure (or whatever be the actual object) in the implementation files?
The reason to hide the types behind void pointers could be a (misguided) attempt to hide (in the sense of modular programming) the internal details. This is dangerous, as it throws any type checking the compiler might do right out the window.
Better would be something along the lines:
for-user.h:
struct internalstuff;
void somefunc(struct internalstuff *p);
for-internal-use.h:
#include "for-user.h"
struct internalstuff { ...};
implementation.c:
#include "for-internal-use.h";
void somefunc(struct internalstuff *p)
{
...
}
This way nobody will mix up internalstuff with a random string or the raw result from malloc(3) without getting at least a warning. As long as you only mention pointers to struct internalstuff in C it is fine not to have the definition of the struct at hand.
Something along the same lines can be done in C++ with class, and I'd be suprised if Objective C doesn't allow the same. But the object oriented programming languages have their own, much more flexible, tools for this. There you can define a bare-bones base class to export, while internally extensions are used. Take a look at a good C++ book for details (there are extensive lists here).
In a world of objects (Obj-C and C++), I believe the reason is mostly to do with inheritance. If a subclass is created from the base class, then there is no problem with the type of the return value when creating a new instance of the class. With just straight C, there does not appear to be a clear cut reason as no internal details are revealed or dependencies created.
You're correct.. the idea in most of these cases is to restrict the API user from the internals of the object. The decision about type names though really is just a matter of style. If you were to expose the type name in the header as you suggest (which some APIs do), it would probably look something like:
typedef void* object;
There is no real advantage or disadvantage to doing this from the compiler's point of view. Although it does give the API user a better understanding of what's going on:
object object_new(void);
int object_get(object o);
void object_free(object o);

why would I want a method that needs an instance?

Why would I want a method that needs an instance? Why wouldn't I make all my methods static?
Why would you not want any state anywhere in your program?
Can you imagine if there were no String instances, and everything on String was static? How would you represent two distinct sequences of characters? Now apply the same logic to other code.
Fundamentally, OO languages are built around the idea of objects with state: one instance of Book isn't the same an another instance of Book - each Book instance encapsulates its name, author, publication date etc. How would you model that with only static methods, and no instances?
Of course you could make all your methods static and pass in a Book as the first parameter on each call that needed to use the state. Behind the scenes, something pretty much like that is already happening... except you've then lost polymorphism, so interfaces, abstract classes etc are useless. Not good.
Because objects are state and behavior together, encapsulated into a single component.
If you have individual instances, it means they can each have private data that varies from instance to instance.
Static data and methods are shared at the class level. Individual instances cannot have different static data.
Static methods can't directly access the member variables within an object - they can only access static variables.
If you had a car class and a static data member like an integer in it, you could only ever have one car because you cant make multiple instances of cars and get multiple instances of that variable - you'd only ever have the single static one.
Every car can't have the same license plate number, thus ever car needs its own license plate variable.
The methods in the class that work with that variable need to be non-static to work on it directly then.
Using the example of a "Car" class, you might have a method called "startCar()". Obviously, you want this method to interact only with a particular "instance" of a car and not be global to ALL your cars. Example in Java:
public class Car {
public void startCar() {
// code to start car
}
}
public class MyProgram {
public static void main(String[] Args) {
Car myFord = new Car();
Car myOpel = new Car();
myCar.startCar; // starts the Car "myCar" and leaves "myOpel" alone
}
}
It's also worth noting that Static Methods may not make use of Instance Variables of the class in which they are defined.

Encapsulation concept

I have problem with concept and implementation of encapsulation.
Can someone explain it to me?
Encapsulation is a moderately easy concept once you realise it (probably) comes from the same base word as capsule.
It's simply a containment of information.
Encapsulation means that a class publishes only what is needed for others to use it, and no more. This is called information hiding and it means classes can totally change their internals without having an effect on any of their users.
In other words, a dictionary class can begin life as a simple array and progress to a binary tree of words then even maybe to some database access functions, all without changing the interface to it.
In an object oriented world, objects hold both their data and the methods used to manipulate data and that is the pinnacle of encapsulation. One way this is done is to make sure each object knows which functions to call to manipulate its data, and ensure the correct ones are called.
As an example, here's a class for maintaining integer lists in my mythical, but strangely Python-like and therefore hopefully easy to understand, language:
class intlist:
private int val[10] # Slots for storing numbers.
private bool used[10] # Whether slot is used or not.
public constructor:
# Mark all slots unused.
for i in 0..9:
used[i] = false
public function add(int v) throws out-of-memory:
# Check each slot.
for i in 0..9:
# If unused, store value, mark used, return.
if not used[i]:
used[i] = true
val[i] = v
return
# No free slots, so throw exception.
throw out-of-memory
public function del(int v) throws bad-value:
# Check each slot.
for i in 0..9:
# If slot used and contains value.
if used[i] and val[i] == v:
# Mark unused and return.
used[i] = false
return
# Value not found in any used slot, throw exception.
throw bad-value
public function has(int v):
# Check each slot.
for i in 0..9:
# If slot used and contains value.
if used[i] and val[i] == v:
return true
# Value not found in any used slot.
return false
Now the only information published here are the constructor and three functions for adding, deleting, and checking for values (including what exceptions can be thrown).
Callers need know nothing about the internal data structures being used (val and used), or the properties of the functions beyond their "signatures" (the content of the "function" lines).
Because everything else is encapsulated, it can changed it at will without breaking the code that uses it.
I could, for example, do any of the following:
make the arrays longer;
store the data sorted, or in a binary tree instead of an array to make it faster.
change the used array into a count array (initialised to zero) so that many occurrences of a single number use just the one slot, increasing the quantity of numbers that can be stored where there are duplicates.
store the numbers in a database, located on a ZX-80 retro-computer located in outback Australia, and powered by methane produced from kangaroo droppings (though you may notice a latency change).
Basically, as long as the published API doesn't change, we am free to do whatever we want. In fact, we can also add things to the API without breaking other code, I just can't delete or change anything that users already rely on.
You should note that encapsulation isn't something new with object orientation. It's been around for ages, even in C by ensuring that information is hidden within a module (usually a source file or group thereof with private headers).
In fact, the stdio.h FILE* stuff is a good example of this. You don't care what's actually behind the pointer since all the functions which use it know how to do their stuff.
link text
I always explain it to people is think of yourself as an object. Other people can see your height, they can see if your smiling, but your inner thoughts, maybe the reason while your smiling, only you know.
Encapsulation is more than just defining accessor and mutator methods for a class. It is broader concept of object-oriented programming that consists in minimizing the interdependence between classes and it is typically implemented through information hiding.
The beauty of encapsulation is the power of changing things without affecting its users.
In a object-oriented programming language like Java, you achieve encapsulation by hiding details using the accessibility modifiers (public, protected, private, plus no modifier which implies package private). With these levels of accessibility you control the level of encapsulation, the less restrictive the level, the more expensive change is when it happens and the more coupled the class is with other dependent classes (i.e. user classes, subclasses).
Therefore, the goal is not to hide the data itself, but the implementation details on how this data is manipulated.
The idea is to provide a public interface through which you gain access to this data. You can later change the internal representation of the data without compromising the public interface of the class. On the contrary, by exposing the data itself, you compromise encapsulation, and therefore, the capacity of changing the way you manipulate the data without affecting its users. You create a dependency with the data itself, and not with the public interface of the class. You would be creating a perfect cocktail for trouble when "change" finally finds you.
There are several reasons why you might want to encapsulate access to your fields. Joshua Bloch in his book Effective Java, in Item 14: Minimize the accessibility of classes and members, mentions several compelling reasons, which I quote here:
You can limit the values that can be stored in a field (i.e. gender must be F or M).
You can take actions when the field is modified (trigger event, validate, etc).
You can provide thread safety by synchronizing the method.
You can switch to a new data representation (i.e. calculated fields, different data type)
However, encapsulation is more than hiding fields. In Java you can hide entire classes, by this, hiding the implementation details of an entire API. Think, for example, in the method Arrays.asList(). It returns a List implementation, but you do no care which implementation, as long as it satisfies the List interface, right?. The implementation can be changed in the future without affecting the users of the method.
The Beauty of Encapsulation
Now, in my opinion, to really understand encapsulation, one must first understand abstraction.
Think, for example, in the level of abstraction in the concept of a car. A car is complex in its internal implementation. They have several subsystem, like a transmission system, a break system, a fuel system, etc.
However, we have simplified its abstraction, and we interact with all cars in the world through the public interface of their abstraction. We know that all cars have a steering wheel through which we control direction, they have a pedal that when you press it you accelerate the car and control speed, and another one that when you press it you make it stop, and you have a gear stick that let you control if you go forward or backwards. These features constitute the public interface of the car abstraction. In the morning you can drive a sedan and then get out of it and drive an SUV in the afternoon as if it was the same thing.
However, few of us know the details of how all these features are implemented under the hood. Think of the time when cars did not have a hydraulics directional system. One day, the car manufactures invented it, and they decide it to put it in cars from there on. Still, this did not change the way in which users where interacting with them. At most, users experienced an improvement in the use of the directional system. A change like this was possible because the internal implementation of a car is encapsulated. Changes can be safely done without affecting its public interface.
Now, think that car manufactures decided to put the fuel cap below the car, and not in one of its sides. You go and buy one of these new cars, and when you run out of gas you go to the gas station, and you do not find the fuel cap. Suddenly you realize is below the car, but you cannot reach it with the gas pump hose. Now, we have broken the public interface contract, and therefore, the entire world breaks, it falls apart because things are not working the way it was expected. A change like this would cost millions. We would need to change all gas pumps in the world. When we break encapsulation we have to pay a price.
So, as you can see, the goal of encapsulation is to minimize interdependence and facilitate change. You maximize encapsulation by minimizing the exposure of implementation details. The state of a class should only be accessed through its public interface.
I really recommend you to read a paper by Alan Snyder called Encapsulation and Inheritance in Object-Oriented programming Languages. This link points to the original paper on ACM, but I am pretty sure you will be able to find a PDF copy through Google.
Encapsulation - wrapping of data in single unit. also we can say hiding the information of essential details.
example
You have a mobile phone.... there it some interface which helps u to interact with cell phone and u can uses the services of mobile phone. But the actually working in cell phone is hide. u don't know how it works internally.
hide/bind something : eg: a capsule (which we consume when v r ill)hide/bind some powder form in itself,, means that capsule encapsulate the powder contained it.
Binding of data and behavior i.e functionality of an object in a secured and controlled manner.
or the best example of encapsulation is a CLASS because a class hides class variables/functions from outside d class..
Encapsulation:
Wrapping up data member and method together into a single unit (i.e. Class) is called Encapsulation.
Eg: we can consider a capsule. Encapsulation means hiding the internal details of an object, i.e. how an object does something. Here capsule is a single Unit contain many things. But we cant see what is there in side capsule.
This is the technique used to protect information about an object from other objects. Like variable we can set as private and property as Public. When we access the property then we validate and set it.
We can go through some other examples. Our Laptop. We can use Laptop but what operations are happening inside that we are not knowing. But we can use that. Same like mobile, TV etc.
We can conclude that a group of related properties, methods, and other members are treated as a single unit or object.An encapsulated object is often called an abstract data type.
There are several other ways that an encapsulation can be used, as an example we can take the usage of an interface. The interface can be used to hide the information of an implemented class.
//Declare as Private
private string _LegName;
// Property Set as public
public string LegName
{
get
{
return _LegName;
}
set
{
_LegName=value;
}
public class LegMain
{
public static int Main(string[] args)
{
Leg L= new Leg();
d.LegName="Right Leg";
Console.WriteLine("The Legis :{0}",d.LegName);return 0;
}
}
Note: Encapsulation provides a way to protect data from accidental corruption.
Thank you
Encapsulation means hiding the data. In other words a class only exposes those properties or information which is authorized to be seen. Consider the below exapmle where a certain property called ConfidentialMessage is accesible only to the Admin role. This property is made private and is returned through another method which checks the role of an user and return the message only for admin.
public class Message
{
public Message()
{
ConfidentialMessage = "I am Nemo";
}
private string ConfidentialMessage { get; set; }
public string GetMessage(string name)
{
string message = string.Empty;
if (name == "Admin")
{
message = this.ConfidentialMessage;
}
return message;
}
}
Putting definition of encapsulate
enclose in a capsule, from en- "make, put in" + capsule + -ate .
now capsule meaning is box, case
In real life example if you put things on desk open then it is accessible to anyone but if you put in case then it is accessible with the key of case to open.
Same way in class if you create a variable then it accessible whenever you create object of that class.But if you create function to access the variable then you have created case and function is key to access the variable.
So in programming language we are creating wrapper of the data by using getter and setter and making it private variable.
Encapsulation is a capsule, consider it to be a class enclosing or hiding fields, properties and functions.
Please check below url encapsulation is simplified with simple programming example.
http://itsforlavanya.blogspot.com/2020/08/encapsulation.html?m=1

How can I edit immutable objects in WPF without duplicating code?

We have lots of immutable value objects in our domain model, one example of this is a position, defined by a latitude, longitude & height.
/// <remarks>When I grow up I want to be an F# record.</remarks>
public class Position
{
public double Latitude
{
get;
private set;
}
// snip
public Position(double latitude, double longitude, double height)
{
Latitude = latitude;
// snip
}
}
The obvious way to allow editing of a position is to build a ViewModel which has getters and setters, as well as a ToPosition() method to extract the validated immutable position instance. While this solution would be ok, it would result in a lot of duplicated code, especially XAML.
The value objects in question consist of between three and five properties which are usually some variant of X, Y, Z & some auxiliary stuff. Given this, I had considered creating three ViewModels to handle the various possibilities, where each ViewModel would need to expose properties for the value of each property as well as a description to display for each label (eg. "Latitude").
Going further, it seems like I could simplify it to one general ViewModel that can deal with N properties and hook everything up using reflection. Something like a property grid, but for immutable objects. One issue with a property grid is that I want to be able to change the look so I can have labels and textboxes such as:
Latitude: [ 32 ] <- TextBox
Longitude: [ 115 ]
Height: [ 12 ]
Or put it in a DataGrid such as:
Latitude | Longitude | Height
32 115 12
So my question is:
Can you think of an elegant way to solve this problem? Are there any libraries that do this or articles about something similar?
I'm mainly looking for:
Code duplication to be minimized
Easy to add new value object types
Possible to extend with some kind of validation
Custom Type Descriptors could be used to solve this problem. Before you bind to a Position, your type descriptor could kick in, and provide get and set methods to temporarily build the values. When the changes are committed, it could build the immutable object.
It might look something like this:
DataContext = new Mutable(position,
dictionary => new Position(dictionary["lattitude"], ...)
);
Your bindings can still look like this:
<TextBox Text="{Binding Path=Lattitude}" />
Because the Mutable object will 'pretend' to have properties like Lattitude thanks to its TypeDescriptor.
Alternatively you might use a converter in your bindings and come up with some kind of convention.
Your Mutable class would take the current immutable object, and a Func<IDictionary, object> that allows you to create the new immutable object once editing completes. Your Mutable class would make use of the type descriptor, which would create PropertyDescriptors that create the new immutable object upon being set.
For an example of how to use type descriptors, see here:
http://www.paulstovell.com/editable-object-adapter
Edit: if you want to limit how often your immutable objects are created, you might also look at BindingGroups and IEditableObject, which your Mutable can also implement.
I found this old question while researching my possible options in the same situation. I figured I should update it in case anyone else stumbles on to it:
Another option (not available when Paul offered his solution since .Net 4 wasn't out yet) is to use the same strategy, but instead of implementing it using CustomTypeDescriptors, use a combination of generics, dynamic objects and reflection to achieve the same effect.
In this case, you define a class
class Mutable<ImmutableType> : DynamicObject
{
//...
}
It's constructor takes an instance of the immutable type and a delegate that constructs a new instance of it out of a dictionary, just like in Paul's answer. The difference here, however, is that you override the TryGetMember and TrySetMember to populate an internal dictionary that you're eventually going to use as the argument for the constructor-delegate. You use reflection in order to verify that the only properties that you're accepting are those that are actually implemented in ImmutableType.
Performance wise, I wager that Paul's answer is faster, and doesn't involve dynamic objects, which are known to put C# developers into fits. But the implementation for this solution is also a little simpler, because Type Descriptors are a bit arcane.
Here's the requested proof-of-concept / example implementation:
https://bitbucket.org/jwrush/mutable-generic-example
Can you think of an elegant way to solve this problem?
Honestly, you just dance around the problem, but don't mention the problem itself ;).
If I correctly guess your problem, then the combination of MultiBinding and IMultiValueConverter should do the trick.
HTH.
P.S. BTW, you have immutable class instances, not value objects. With value objects (which are described by struct keyword) you would dance much more no matter if there were setters or not :).

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