Concepts of Object-Oriented Programming

          

Concepts of Object Oriented Programming


Book Excerpt: Object-Oriented JavaScript

>What encapsulation, inheritance, and polymorphism mean
>How JavaScript functions work
>How to use anonymous functions and closures
>How to read a class diagram, and implement it using JavaScript
>How to work with JavaScript prototypes
>How the execution context and scope affect the output of JavaScript functions
>How to implement inheritance using closures and prototypes
>What JSON is, and what a JSON structure looks like
This excerpt from Microsoft AJAX Library Essentials by Cristian Darie, Bogdan Brinzarea, is printed with permission from Packt Publishing, Copyright 2007.

Concepts of Object-Oriented Programming

Most ASP.NET developers are familiar with the fundamental OOP principles because this knowledge is important when developing for the .NET development. Similarly, to develop client-side code using the Microsoft AJAX Library, you need to be familiar with JavaScript's OOP features. Although not particularly diffi cult, understanding these features can be a bit challenging at fi rst, because JavaScript's OOP model is different than that of languages such as C#, VB.NET, C++, or Java.

JavaScript is an object-based language. Just as in C#, you can create objects, call their methods, pass them as parameters, and so on. You could see this clearly when working with the DOM, where you manipulated the HTML document through the methods and properties of the implicit document object. However, JavaScript isn't generally considered a fully object-oriented language because it lacks support for some features that you'd fi nd in "real" OOP languages, or simply implements them differently.

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>Object Oriented Programming Interview Questions

 

Your most important goal for this chapter is to understand how to work with JavaScript objects. As an ASP.NET developer, we assume that you already know how OOP works with .NET languages, although advanced knowledge isn't necessary. A tutorial written by Cristian Darie on OOP development with C# can be downloaded in PDF format at http://www.cristiandarie.ro/downloads/.

To ensure we start off from the same square, in the following couple of pages we'll review the essential OOP concepts as they apply in C# and other languages—objects, classes, encapsulation, inheritance, and polymorphism. Then we'll continue by "porting" this knowledge into the JavaScript realm.

Objects and Classes

What does "object-oriented programming" mean anyway? Basically, as the name suggests, OOP puts objects at the centre of the programming model. The object is probably the most important concept in the world of OOP—a self-contained entity that has state and behavior, just like a real-world object. Each object is an instance of a class (also called type), which defi nes the behavior that is shared by all its objects.

We often use objects and classes in our programs to represent real-world objects, and types (classes) of objects. For example, we can have classes like Car, Customer, Document, or Person, and objects such as myCar, johnsCar, or davesCar.

The concept is intuitive: the class represents the blueprint, or model, and objects are particular instances of that model. For example, all objects of type Car will have the same behavior—for example, the ability to change gear. However, each individual Car object may be in a different gear at any particular time—each object has its particular state. In programming, an object's state is described by its fi elds and properties, and its behavior is defi ned by its methods and events.

You've already worked with objects in the previous chapter. First, you've worked with the built-in document object. This is a default DOM object that represents the current page, and it allows you to alter the state of the page. However, you also learned how to create your own objects, when you created the xmlHttp object. In that case, xmlHttp is an object of the XMLHttpRequest class. You could create more XMLHttpRequest objects, and all of them would have the same abilities (behavior), such as the ability to contact remote servers as you learned earlier, but each would have a different state. For example, each of them may be contacting a different server.

In OOP's world everything revolves around objects and classes, and OOP languages usually offer three specifi c features for manipulating them—encapsulation, inheritance, and polymorphism.

Encapsulation

Encapsulation is a concept that allows the use of an object without having to know its internal implementation in detail. The interaction with an object is done only via its public interface, which contains public members and methods. We can say that encapsulation allows an object to be treated as a "black box", separating the implementation from its interface. Think of the objects you've worked with so far: document, a DOM object, and xmlHttp, an XMLHttpRequest object. You certainly don't know how these objects do their work internally! All you have to know is the features you can use.

The "features you can use" of a class form the public interface of a class, which is the sum of all its public members. The public members are those members that are visible and can be used by external classes. For example, the innerHTML property of a DOM object (such as the default document object), or the open() and send() methods of XMLHttpRequest, are all public, because you were able to use them. Each class can also contain private members, which are meant for internal usage only and aren't visible from outside.

Inheritance

Inheritance allows creating classes that are specialized versions of an existing class. For example assume that you have the Car class, which exposes a default interface for objects such as myCar, johnsCar, or davesCar. Now, assume that you want to introduce in your project the concept of a supercar, which would have similar functionality to the car, but some extra features as well, such as the capability to fly!

If you're an OOP programmer, the obvious move would be to create a new class named SuperCar, and use this class to create the necessary objects such as mySuperCar, or davesSuperCar. In such scenarios, inheritance allows you to create the SuperCar class based on the Car class, so you don't need to code all the common features once again. Instead, you can create SuperCar as a specialized version of Car, in which case SuperCar inherits all the functionality of Car. You would only need to code the additional features you want for your SuperCar, such as a method named Fly. In this scenario, Car is the base class (also referred to as superclass), and SuperCar is the derived class (also referred to as subclass).

Inheritance is great because it encourages code reuse. The potential negative side effect is that inheritance, by its nature, creates an effect that is known as tight coupling between the base class and the derived classes. Tight coupling refers to the fact that any changes that are made to a base class are automatically propagated to all the derived classes. For example, if you make a performance improvement in the code of the original Car class, that improvement will propagate to SuperCar as well. While this usually can be used to your advantage, if the inheritance hierarchy isn't wisely designed such coupling can impose future restrictions on how you can expand or modify your base classes without breaking the functionality of the derived classes.

Polymorphism

Polymorphism is a more advanced OOP feature that allows using objects of different classes when you only know a common base class from which they both derive. Polymorphism permits using a base class reference to access objects of that class, or objects of derived classes. Using polymorphism, you can have, for example, a method that receives as parameter an object of type Car, and when calling that method you supply as parameter an object of type SuperCar. Because SuperCar is a specialized version of Car, all the public functionality of Car would also be supported by SuperCar, although the SuperCar implementations could differ from those of Car. This kind of fl exibility gives much power to an experienced programmer who knows how to take advantage of it.

Object-Oriented JavaScript

Objects and classes are implemented differently in JavaScript than in languages such as C#, VB.NET, Java, or C++. However, when it comes to using them, you'll feel on familiar ground. You create objects using the new operator, and you call their methods, or access their fi elds using the syntax you already know from C#. Here are a few examples of creating objects in JavaScript:

// create a generic object
var obj = new Object();

// create a Date object
var oToday = new Date();

// create an Array object with 3 elements
var oMyList = new Array(3);

// create an empty String object
var oMyString = new String();

Object creation is, however, the only signifi cant similarity between JavaScript objects and those of "typical" OOP languages. The upcoming JavaScript 2.0 will reduce the differences by introducing the concept of classes, private members, and so on, but until then we have to learn how to live without them.

Objects in JavaScript have the following particularities. In the following pages we'll discuss each of them in detail:

  • JavaScript code is not compiled, but parsed. This allows for fl exibility when it comes to creating or altering objects. As you'll see, it's possible to add new members or functions to an object or even several objects by altering their prototype, on the fly.
  • JavaScript doesn't support the notion of classes as typical OOP languages do. In JavaScript, you create functions that can behave—in many cases—just like classes. For example, you can call a function supplying the necessary parameters, or you can create an instance of that function supplying those parameters. The former case can be associated with a C# method call, and the later can be associated with instantiating a class supplying values to its constructor.
  • JavaScript functions are fi rst-class objects. In English, this means that the function is regarded, and can be manipulated, just as like other data types. For example, you can pass functions as parameters to other functions, or even return functions. This concept may be diffi cult to grasp since it's very different from the way C# developers normally think of functions or methods, but you'll see that this kind of fl exibility is actually cool.
  • JavaScript supports closures.
  • JavaScript supports prototypes.

Also read

Explain an object, class and Method.

An object is an entity that keeps together state and behaviors. For instance, a car encapsulates state such as red color, 900 cc etc and behaviors as 'Start', 'Stop' etc., so does an object...............

Define Encapsulation and Information Hiding in OOP.

Encapsulation means keeping actions and attributes together under a single unit. This can also be understood using a motor bike example. A bike has actions such as 'switch on light', 'horn' etc. and attributes such specific color, size, weight etc..............

Explain Inheritance and Polymorphism in OOP.

Inheritance concept in OOP allows us to create a new class using an existing one. It also allows the new class to add its own functionality............

OOPS in .NET

What is the relation between Classes and Objects? Explain different properties of Object Oriented Systems. What is difference between Association, Aggregation and Inheritance relationships? Explain the features of an abstract class in NET. Difference between abstract classes and interfaces Similarities and difference between Class and structure in .NET Features of Static/Shared classes. What is Operator Overloading in .NET?.............



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