1. Procedural:- describes a set of possible sequences of
actions. It is a First do this and next do that kind of programming. Actions/procedures are active, where as data is considered passive. Data and methods are loosely coupled Follows top-down approach 2. Functional:- originates from a purely mathematical descipline: the theory of functions. Evaluate expression and use the resulting value The focus is what the output is not about details how to get the output It is all about the return type of the function Example: scheme Continued...
3. Logic:- programming by declaring facts and rules
Programs are executed by querying whether a particular fact can be deduced from facts and rules in the program. Deals with the extraction of knowledge from basic facts and relations Example:- If there are two people F and M for which father(F, X) F is father of X father(F, Y) F is father of Y mother(M, X) M is mother of X mother(M, Y) M is mother of Y male(X) and X is male Then brother(X, Y) X is brother of Y A good example is Prolog programming Object-Oriented Programming
• Is a new way of thinking about the process of
decomposing problems and developing programming solutions. Represents concepts as "objects" that have data fields (attributes that describe the object) and associated procedures known as methods. Objects are used to interact with one another to design applications and computer programs
An object-oriented program may be viewed as a
collection of interacting objects, as opposed to the conventional model, in which a program is seen as a list of tasks (subroutines) to perform Continued...
The data of an object can be accessed only by the
functions associated with that object. However, functions of one object can access the functions of other objects. Characterstics of OOP
Emphasis is on data rather than procedure.
Programs are divided into what are known as objects. Data structures are designed such that they characterize the objects. Functions that operate on the data of an object are tied together in the data structure Data is hidden and cannot be accessed by external functions. Objects may communicate with each other through functions. New data and functions can be easily added whenever necessary. Follows bottom-up approach in program design. OOP Concepts
Objects are the basic run-time entities in an object-
oriented system. They may represent a person, a place, a bank account, a table of data or any item that the program has to handle. They can be either real objects or concepts Objects take up space in the memory and have an associated address. When a program is executed, the objects interact by sending messages to one another. Continued...
For example, if “customer” and “account” are two
objects in a program, then the customer object may send a message to the account object requesting for the bank balance. Each object contains data, and code to manipulate the data. Objects can interact without having to know details of each other’s data or code. It is sufficient to know the type of message accepted, and the type of response returned by the objects. 2. Classes
A class is a collection of objects of similar type.
Example:- mango, apple and orange are members of the class fruit. objects are variables of the type class. Once a class has been defined, we can create any number of objects belonging to that class. Each object is associated with the data of type class with which they are created. Class-Object Continued...
Classes are user-defined data types and behave like
the built-in types of a programming language. The syntax used to create an object is no different than the syntax used to create an integer object in C. If fruit has been defined as a class, then the statement Fruit mango; will create an object mango belonging to the class fruit. 3. Data Abstraction
Refers to the act of representing essential features
without including the background details or explanations. Classes use the concept of abstraction and are defined as a list of abstract attributes and functions to operate on these attributes. They encapsulate all the essential properties of the objects that are to be created. The attributes are sometimes called data members because they hold information. The functions that operate on these data are sometimes called methods or member functions. Continued... 4. Encapsulation
It is the act of concealing/hiding the functionality of a
class so that the internal operations are hidden from the programmer. With correct encapsulation, the developer does not need to understand how the class actually operates in order to communicate with it via its publicly available methods and properties; known as its public interface. Continued...
The wrapping up of data and functions into a single
unit (called class) is known as encapsulation. Data encapsulation is the most striking feature of a class. The data is not accessible to the outside world, and only those functions, which are wrapped in the class, can access it. These functions provide the interface between the object’s data and the program. This insulation of the data from direct access by the program is called data hiding or information hiding. 5. Inheritance
Inheritance is the process by which objects of one
class acquire the properties of objects of another class. For example, the bird ‘robin’ is a part of the class “flying bird’ which is again a part of the class ‘bird’. One class of objects takes on characterstics of another class. Example:- an object belonging to customer class might also be more general such as a person. An object of type clerk could also be a person So, these and other classes could inherit from the general class Person Continued...
Classifying general classes into more specific
subclasses is referred to as a generalization/specialization hierarchy When a class inherits from the general one, it inherits attributes, methods and associations. 6. Polymorphism
It is related to generalization/specialization hierarchies
and inheritance of methods. Refers to the way different objects can respond in their own to the same message. Example:- a message to close a dialog box, network connection, and a document. Here each object knows how to close and will do in its own way. The sender does not need to know how it closes it; only needs to know that it responds to the close message. 7. Message Passing
An object-oriented program consists of a set of
objects that communicate with each other. The process of programming in an object-oriented language, therefore, involves the following basic steps: 1. Creating classes that define objects and their behavior, 2. Creating objects from class definitions, and 3. Establishing communication among objects. Continued...
Objects communicate with one another by sending and
receiving information much the same way as people pass messages to one another. A message for an object is a request for execution of a procedure, and therefore will invoke a function (procedure) in the receiving object that generates the desired result. Thus, message passing involves specifying the name of the object, the name of the function (message) and the information to be sent. Objects have a life cycle. They can be created and destroyed. Communication with an object is feasible as long as it is alive.