HOME

TheInfoList



OR:

Class-based programming, or more commonly class-orientation, is a style of
object-oriented programming Object-oriented programming (OOP) is a programming paradigm based on the concept of '' objects''. Objects can contain data (called fields, attributes or properties) and have actions they can perform (called procedures or methods and impl ...
(OOP) in which
inheritance Inheritance is the practice of receiving private property, titles, debts, entitlements, privileges, rights, and obligations upon the death of an individual. The rules of inheritance differ among societies and have changed over time. Offi ...
occurs via defining ''
class Class, Classes, or The Class may refer to: Common uses not otherwise categorized * Class (biology), a taxonomic rank * Class (knowledge representation), a collection of individuals or objects * Class (philosophy), an analytical concept used d ...
es'' of
object Object may refer to: General meanings * Object (philosophy), a thing, being, or concept ** Object (abstract), an object which does not exist at any particular time or place ** Physical object, an identifiable collection of matter * Goal, an a ...
s, instead of inheritance occurring via the objects alone (compare
prototype-based programming Prototype-based programming is a style of object-oriented programming in which behavior reuse (known as inheritance) is performed via a process of reusing existing objects that serve as prototypes. This model can also be known as ''prototypal'', ...
). The most popular and developed model of OOP is a class-based model, instead of an object-based model. In this model, objects are entities that combine ''
state State most commonly refers to: * State (polity), a centralized political organization that regulates law and society within a territory **Sovereign state, a sovereign polity in international law, commonly referred to as a country **Nation state, a ...
'' (i.e., data), ''
behavior Behavior (American English) or behaviour (British English) is the range of actions of Individual, individuals, organisms, systems or Artificial intelligence, artificial entities in some environment. These systems can include other systems or or ...
'' (i.e., procedures, or ''
method Method (, methodos, from μετά/meta "in pursuit or quest of" + ὁδός/hodos "a method, system; a way or manner" of doing, saying, etc.), literally means a pursuit of knowledge, investigation, mode of prosecuting such inquiry, or system. In re ...
s'') and '' identity'' (unique existence among all other objects). The structure and behavior of an object are defined by a
class Class, Classes, or The Class may refer to: Common uses not otherwise categorized * Class (biology), a taxonomic rank * Class (knowledge representation), a collection of individuals or objects * Class (philosophy), an analytical concept used d ...
, which is a
definition A definition is a statement of the meaning of a term (a word, phrase, or other set of symbols). Definitions can be classified into two large categories: intensional definitions (which try to give the sense of a term), and extensional definitio ...
, or
blueprint A blueprint is a reproduction of a technical drawing or engineering drawing using a contact print process on light-sensitive sheets introduced by Sir John Herschel in 1842. The process allowed rapid and accurate production of an unlimited number ...
, of all objects of a specific type. An object must be explicitly created based on a class and an object thus created is considered to be an instance of that class. An object is similar to a
structure A structure is an arrangement and organization of interrelated elements in a material object or system, or the object or system so organized. Material structures include man-made objects such as buildings and machines and natural objects such as ...
, with the addition of method pointers, member access control, and an implicit data member which locates instances of the class (i.e., objects of the class) in the class hierarchy (essential for runtime inheritance features).


Encapsulation

Encapsulation prevents users from breaking the invariants of the class, which is useful because it allows the implementation of a class of objects to be changed for aspects not exposed in the interface without impact to user code. The definitions of encapsulation focus on the grouping and packaging of related information ( cohesion) rather than security issues.


Inheritance

In class-based programming,
inheritance Inheritance is the practice of receiving private property, titles, debts, entitlements, privileges, rights, and obligations upon the death of an individual. The rules of inheritance differ among societies and have changed over time. Offi ...
is done by defining new classes as extensions of existing classes: the existing class is the parent class and the new class is the child class. If a child class has only one parent class, this is known as '' single inheritance,'' while if a child class can have more than one parent class, this is known as ''
multiple inheritance Multiple inheritance is a feature of some object-oriented computer programming languages in which an object or class can inherit features from more than one parent object or parent class. It is distinct from single inheritance, where an object ...
.'' This organizes classes into a
hierarchy A hierarchy (from Ancient Greek, Greek: , from , 'president of sacred rites') is an arrangement of items (objects, names, values, categories, etc.) that are represented as being "above", "below", or "at the same level as" one another. Hierarchy ...
, either a ''
tree In botany, a tree is a perennial plant with an elongated stem, or trunk, usually supporting branches and leaves. In some usages, the definition of a tree may be narrower, e.g., including only woody plants with secondary growth, only ...
'' (if single inheritance) or '' lattice'' (if multiple inheritance). The defining feature of inheritance is that both interface and implementation are inherited; if only interface is inherited, this is known as interface inheritance or ''subtyping.'' Inheritance can also be done without classes, as in
prototype-based programming Prototype-based programming is a style of object-oriented programming in which behavior reuse (known as inheritance) is performed via a process of reusing existing objects that serve as prototypes. This model can also be known as ''prototypal'', ...
.


Critique

Class-based languages, or, to be more precise, typed languages, where subclassing is the only way of
subtyping In programming language theory, subtyping (also called subtype polymorphism or inclusion polymorphism) is a form of type polymorphism. A ''subtype'' is a datatype that is related to another datatype (the ''supertype'') by some notion of substi ...
, have been criticized for mixing up implementations and interfaces—the essential principle in object-oriented programming. The critics say one might create a bag class that stores a collection of objects, then extend it to make a new class called a set class where the duplication of objects is eliminated. Now, a function that takes an object of the bag class may expect that adding two objects increases the size of a bag by two, yet if one passes an object of a set class, then adding two objects may or may not increase the size of a bag by two. The problem arises precisely because subclassing implies subtyping even in the instances where the principle of subtyping, known as the Liskov substitution principle, does not hold.
Barbara Liskov Barbara Liskov (born November 7, 1939, as Barbara Jane Huberman) is an American computer scientist who has made pioneering contributions to programming languages and distributed computing. Her notable work includes the introduction of abstract da ...
and Jeannette Wing formulated the principle succinctly in a 1994 paper as follows:
''Subtype Requirement'': Let be a property provable about objects of type . Then should be true for objects of type where is a subtype of .
Thus, normally one must distinguish subtyping and subclassing. Most current object-oriented languages distinguish subtyping and subclassing, however some approaches to design do not. Also, another common example is that a person object created from a child class cannot become an object of parent class because a child class and a parent class inherit a person class but class-based languages mostly do not allow to change the kind of class of the object at runtime. For class-based languages, this restriction is essential in order to preserve unified view of the class to its users. The users should not need to care whether one of the implementations of a method happens to cause changes that break the invariants of the class. Such changes can be made by destroying the object and constructing another in its place. Polymorphism can be used to preserve the relevant interfaces even when such changes are done, because the objects are viewed as black box abstractions and accessed via object identity. However, usually the value of object references referring to the object is changed, which causes effects to client code.


Example languages

Although
Simula Simula is the name of two simulation programming languages, Simula I and Simula 67, developed in the 1960s at the Norwegian Computing Center in Oslo, by Ole-Johan Dahl and Kristen Nygaard. Syntactically, it is an approximate superset of AL ...
introduced the class abstraction, the canonical example of a class-based language is
Smalltalk Smalltalk is a purely object oriented programming language (OOP) that was originally created in the 1970s for educational use, specifically for constructionist learning, but later found use in business. It was created at Xerox PARC by Learni ...
. Others include PHP, C++,
Java Java is one of the Greater Sunda Islands in Indonesia. It is bordered by the Indian Ocean to the south and the Java Sea (a part of Pacific Ocean) to the north. With a population of 156.9 million people (including Madura) in mid 2024, proje ...
, C#, and
Objective-C Objective-C is a high-level general-purpose, object-oriented programming language that adds Smalltalk-style message passing (messaging) to the C programming language. Originally developed by Brad Cox and Tom Love in the early 1980s, it was ...
.


See also

*
Prototype-based programming Prototype-based programming is a style of object-oriented programming in which behavior reuse (known as inheritance) is performed via a process of reusing existing objects that serve as prototypes. This model can also be known as ''prototypal'', ...
(contrast) *
Programming paradigm A programming paradigm is a relatively high-level way to conceptualize and structure the implementation of a computer program. A programming language can be classified as supporting one or more paradigms. Paradigms are separated along and descri ...
s *
Class (computer programming) In object-oriented programming, a class defines the shared aspects of objects created from the class. The capabilities of a class differ between programming languages, but generally the shared aspects consist of state ( variables) and behavior ( ...


References

{{DEFAULTSORT:Class-Based Programming Object-oriented programming