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The Object Model

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Title: The Object Model


1
Lesson 2
  • The Object Model

2
Evolution of Programming Languages
  • General trend is from imperative languages to
    declarative languages.
  • Imperative language tells the computer what to
    do using the vocabulary of the machine (i.e. its
    instructions).
  • Declarative language describes key abstractions
    in the problem space using the vocabulary of the
    problem domain.

3
Evolution (continued)
  • First-Generation Languages (1954-58)
  • Used for scientific and engineering applications,
    so vocabulary of the problem domain is
    mathematics.
  • Some languages include
  • FORTRAN I Mathematical expressions
  • ALGOL 58 Mathematical expressions
  • Flowmatic Mathematical expressions
  • IPL V Mathematical expressions

4
Evolution (continued)
  • Second-Generation Languages (1959-61)
  • Emphasis is on algorithmic abstractions.
  • Some languages include
  • FORTRAN II Subroutines, separate compilation
  • ALGOL 60 Block structure, data types
  • COBOL Data description, file handling
  • Lisp List processing, pointers, garbage
    collection

5
Evolution (continued)
  • Third-Generation Languages (1962-70)
  • Increased support for data abstraction.
  • Some languages include
  • PL/1 FORTRAN ALGOL COBOL
  • ALGOL 68 rigorous successor to ALGOL 60
  • Pascal Simple successor to ALGOL 60
  • Simula Classes, data abstraction

6
Evolution (continued)
  • The Generation Gap (1970-80)
  • Much language research occurred, and many new
    languages were developed.
  • Few endured, but innovative concepts were
    introduced to new versions of established
    languages.
  • Object-oriented concepts introduced in Simula
    were refined in Smalltalk.

7
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8
Evolution (continued)
  • Topology of first- and early second- generation
    languages
  • The subprogram (subroutine) is the basic physical
    building block (supports algorithmic
    decomposition).
  • Flat physical structure global data plus
    subprograms operating on that data.
  • Global data means that subprograms are highly
    coupled makes modifications difficult.

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10
Evolution (continued)
  • Topology of late second- and early
    third-generation languages
  • Greater support for algorithmic abstractions
  • parameter passing for subprograms
  • nesting of subprograms
  • control structures (loops, if-else blocks, etc.)
  • scope and visibility of declarations

11
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12
Evolution (continued)
  • Topology of late third-generation languages
  • Better support for team development of large
    programs, using separately compiled modules.

13
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14
Evolution (continued)
  • Topology of object-oriented and object-based
    languages
  • Data and operations are united using classes and
    objects as fundamental building blocks (supports
    object-oriented decomposition).
  • Methods of data abstraction are explicitly
    supported.
  • Little or no global data (abstractions are
    decoupled).

15
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16
Definitions
  • Object
  • A tangible entity that exhibits well-defined
    behavior.
  • A crisply-defined entity that combines data and
    procedures operating on that data (i.e. performs
    computations and saves local state).
  • Unifies algorithmic and data abstractions.

17
Definitions (continued)
  • Object-Oriented Programming (OOP)
  • a method of implementation in which programs are
    organized as cooperative collections of objects,
    each of which represents an instance of some
    class, and whose classes are all members of a
    hierarchy of classes united via inheritance
    relationships.

18
Definitions (continued)
  • A language is object-oriented only if
  • It supports objects that are data abstractions
    with an interface of named operations and a
    hidden local state.
  • Objects have an associated type (i.e. its class).
  • Types (classes) may inherit attributes from
    supertypes (superclasses).
  • Object-based languages are like object-oriented
    languages, except they dont directly support
    inheritance (e.g. Ada).

19
Definitions (continued)
  • Object-Oriented Design
  • is a method of design encompassing the process
    of object-oriented decomposition and a notation
    for depicting both logical and physical as well
    as static and dynamic models of the system under
    design.
  • Uses class and object abstractions to logically
    structure systems.
  • Structured design, in contrast, uses algorithmic
    abstractions.

20
Definitions (continued)
  • Object-Oriented Analysis
  • is a method of analysis that examines
    requirements from the perspective of the classes
    and objects found in the vocabulary of the
    problem domain.

21
Elements of the Object Model
  • We need to establish the conceptual framework for
    object-oriented analysis, design and programming.
  • The seven elements are
  • Abstraction
  • Encapsulation
  • Modularity
  • Hierarchy

22
Elements (continued)
  • Typing
  • Concurrency
  • Persistence

23
Abstraction
  • Definition a simplified representation of an
    object that emphasizes significant details while
    suppressing unimportant or diversionary details.

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Abstraction (continued)
  • An abstraction focuses on the outside view of an
    object.
  • Separates the objects essential behavior from
    its implementation.
  • The interface of an object specifies its
    essential behavior.
  • Defines a contract upon which other objects
    depend.

26
Abstraction (continued)
  • Specifies the responsibilities of the object, the
    behavior for which it is held accountable.
  • The implementation focuses on the inside view of
    the object.
  • Consists of mechanisms that achieve the desired
    behavior, plus the internal representation of the
    abstraction.
  • Should be secret and hidden from other objects.

27
Abstraction (continued)
  • We can change details of the implementation if we
    dont break the contractual interface.
  • Deciding upon the right set of abstractions for
    a given domain is the central problem in
    object-oriented design.

28
Encapsulation
  • Definition the process of compartmentalizing an
    objects internal mechanisms and structure, so
    that the objects interface is separated from its
    implementation.

29
Encapsulation (continued)
  • Encapsulation is achieved through information
    hiding
  • The structure of the object is hidden.
  • The implementation of the objects methods is
    hidden.
  • We can reimplement anything inside the objects
    capsule without affecting other objects that
    interact with it.

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31
Modularity
  • Definition The decomposition of a system into a
    set of highly cohesive and loosely coupled
    modules.
  • Modules are physical containers in which classes
    and objects (the logical design) are placed.
  • In C, modules are separately compiled files,
    each having one or more class definitions.
  • In Java, modularity is achieved with packages.

32
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33
Modularity (continued)
  • A module has an interface and a body
    (implementation).
  • Changing the body requires recompiling just that
    module.
  • Changing the interface requires recompiling the
    module, plus all other modules that depend on the
    interface.

34
Modularity (continued)
  • Deciding how to group classes into modules is a
    difficult physical design decision
  • Every class could be put into one module useful
    only for trivial systems.
  • Could have one class per module difficult to
    manage for large systems.
  • Could group logically related classes into the
    same module probably best, but the best
    grouping to use may not be clear.

35
Modularity (continued)
  • The principles of abstraction, encapsulation and
    modularity work together
  • An object provides a sharp boundary around a
    single abstraction.
  • Both encapsulation and modularity prevent
    unauthorized access to the secrets of the
    abstraction.

36
Hierarchy
  • is a ranking or ordering of abstractions.
  • Allows us to organize a large number of
    abstractions.
  • The class (is a) and object (part of)
    hierarchies are fundamental to an object
    architecture.

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38
Class Hierarchy
  • Classes are related by inheritance
  • A subclass inherits behavior and structure from
    its superclass.
  • A subclass also augments or redefines the
    behavior and structure of its superclass.
  • Also known as generalization/specialization
    hierarchy.

39
Class Hierarchy (continued)
  • Helps create compact code
  • General functionality is put into superclasses.
  • Specialized functionality is added to the general
    case by creating the appropriate subclass.
  • The subclass reuses the code from the superclass
    for non-specialized functionality.

40
Class Hierarchy (continued)
  • Single inheritance
  • Where subclasses can have only one immediate
    superclass.
  • E.g.

41
Class Hierarchy (continued)
  • Multiple inheritance
  • Where subclasses may have more than one immediate
    superclass.
  • C is a very strong language that can support
    very easily multiple inheritance.
  • Some languages (e.g. Java) dont support multiple
    inheritance.

42
Object Hierarchy
  • Objects are grouped into logical collections
    (i.e. an aggregation).
  • E.g.

43
Typing
  • is the enforcement of the class of an object,
    such that objects of different types may not be
    interchanged.
  • Strong typing
  • Where you cannot send a message to an object
    unless its class or superclasses have been
    defined to accept the message.
  • In a strongly-typed language, a violation of type
    conformance is detected at compile time.

44
Typing (continued)
  • Example
  • fido.eat(food) is legal, since fido is of the
    class Dog, which has the eat() method defined.
  • myCar.eat(food) is not legal, since the eat()
    method is not defined in myCars class Volvo, nor
    any its superclasses.
  • With strong typing, all expressions are
    guaranteed to be type-consistent.

45
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46
Typing (continued)
  • Untyped languages, like Smalltalk, allow you to
    send a message to an object of any class.
  • If the object cannot respond to the message (i.e.
    its class and superclasses dont implement the
    method), this violation of type conformance is
    not detected until run time (i.e. is an execution
    error).

47
Typing (continued)
  • Weak typing where type conformance is not
    always strictly enforced.
  • Binding the association of a name (a declared
    variable) with a class (a type).
  • Static binding (early binding) the class of a
    variable is established at compile time, and
    cannot be changed during execution.

48
Typing (continued)
  • Dynamic binding (late binding) the name/class
    association is not made until the object
    designated by the name is created at execution
    time.
  • E.g. Animal a new Animal()
  • Allows dynamic loading of code while a program
    is running, you can add objects to it that were
    created in some other code.
  • C uses static as well as dynamic binding.
  • Java uses dynamic binding.

49
Typing (continued)
  • Polymorphism where the same message can be sent
    to different objects, and each responds in an
    appropriate way.
  • This works because these objects inherit from
    some common superclass (i.e. they respond to a
    common set of operations).

50
Typing (continued)
  • E.g.

Mammal fido, fluffy fido new
Dog() fido.eat(food) fluffy new
Cat() fluffy.eat(food)
51
Concurrency
  • Where two or more objects are active at the same
    time.
  • On a multiprocessor system, there is a thread of
    control on each CPU.
  • On a single CPU, the illusion of concurrency is
    achieved by scheduling time slices for each
    thread.

52
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53
Concurrency (continued)
  • Heavyweight process (task)
  • Has its own address space, and is managed by the
    OS.
  • Interprocess (intertask) communication is
    expensive.
  • Lightweight process (thread)
  • Shares the address space with other threads in
    the task.

54
Concurrency (continued)
  • Communication among threads is inexpensive since
    shared data is usually used.
  • Concurrent objects must be synchronized to deal
    with issues like
  • deadlock
  • livelock
  • starvation
  • mutual exclusion
  • race conditions

55
Concurrency (continued)
  • In OOP, concurrency is usually achieved by
    placing an object in its own thread of control.
  • Java has built in support for threads and
    synchronization.

56
Persistence
  • Where an object continues to exist after its
    creator dies, or is moved to a different address
    space from where it was created.
  • OO databases are available for permanent storage
    of objects.
  • Object Request Brokers (ORBs) and distributed
    objects allow movement of objects from machine to
    machine.

57
(c) 1994 Booch
58
This presentation is based on the following book
Object Oriented Analysis and Design by G.Booch
and partially compiled by Leonard Manzara.
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