Sunday, 22 September 2013

JAVA OO Concepts

Object-Oriented Programming (OOP) is a programming paradigm using "objects" to design applications. 
An object is a thing which has its own identity. An object contains both state and behavior. State of an object is the current data and behavior is implemented as methods. An object in an OO language can be easily compared to a real world object. Consider a car. A car has some properties like model, fuel type etc which are the state (or properties) of that object. Similarly it will also have functions.
Object-Oriented Programming (OOP) has certain important features like Encapsulation, Polymorphism, Inheritance and Abstraction. These features are also referred to as OOPS concepts.

ENCAPSULATION

Encapsulate in plain English means to enclose or be enclosed in or as if in a capsule. A capsule is an unit. In languages such as C and C++, we can have global variables outside classes. But in Java, everything is within a class or interface. So everything is within some unit. Encapsulation in Java is the process of wrapping up of data (properties) and behavior (methods) of an object into a single unit; and the unit here is a Class (or interface).
Encapsulation enables data hiding, in which, an object hide its attributes behind its operations. An object hides its attributes from the outside world by making it private, and then exposes them through setters and getters. A setter is a method used to change the value of an attribute and a getter is a method used to get the value of an attribute. There is also a standard naming convention for getters and setters, but Java compiler won't complain even otherwise.
Example: Consider a variable name and its getter and setter:
private String name;
public String getName() {
  return name;
}
public void setName(String name) {
  this.name=name;
}
Since this is a standard convention, many IDEs like eclipse will generate it for you.
Without encapsulation, the code would become dependent on attributes. It would be then difficult to change the internal representation of the object in future. Consider the example of a linked list’s getsize method. We might be now using a variable named size that is updated on every insert / delete operation. Later we might decide to traverse the list and find size every time someone ask for size. But if some code was directly accessing the size variable, we would have to change all those code for this change. However if we were accessing the size variable through a getsize method, other code can still call that method and we can do our changes in that method.

INHERITANCE

Inheritance allows us to specify that a class gets some of its characteristics from a parent class and then adds unique features of its own.
For example consider a Vehicle parent class and a child class Car. Vehicle class will have all common properties and functionalities for all vehicles in common and Car will inherit those common properties from the Vehicle class and then add those properties which are specific to a car. Here, Vehicle is known as base class, parent class, or superclass. Car is known as derived class, Child class or subclass.
Java supports single inheritance (single parent) in a class context referred to as implementation inheritance. Java also supports multiple inheritance (multiple parents) limited to an interface content, which is also referred to as interface inheritance.

POLYMORPHISM

The ability to change form is known as polymorphism. Java supports different kinds of polymorphism like oveloading, overriding, parametric etc.
Overloading
The same method name (method overloading) or operator symbol (operator overloading) can be used in different contents. In method overloading, multiple methods having same name can appear in a class, but with different signature. And based on the number and type of arguments we provide while calling the method, the correct method will be called.
Java doesn't allow operator overloading yet + is overloaded for class String. The ‘+’ operator can be used for addition as well as string concatenation.
Overriding (or subtype polymorphism)
Overriding is defining a method in a subclass with the same name and type signature as a method in its superclass and when this subclass instance appears in the superclass context like Parent p = new Child() and when we execute an overridden method as p.myMethod(), the subtype’s version of that method is executed. Here, the actual method called will depend on the object at runtime, not the reference type.
Consider an example class Shape with a draw() method. It can have subclasses Circle and Square. An object of Circle or Square can be assigned to a Shape reference as Shape s = new Circle();. While executing draw() on the Shape reference, it will draw a Circle or Square based on the actual object assigned to it at runtime.
In java, only instance methods are overridden. Static methods, static variables and instance variables are just re-declared (hiding parent method) in the child class, but not overridden. Here, the actual method called depend on the reference type and not the object at runtime. Hence by calling a method using a parent reference executes the parent class versions of that method.
In java 5 and above, we can confirm whether we are doing valid override by using the @Override annotation above the subclass's method. Compiler will throw error when @Override is applied on static methods, static variables or instance variables as only instance methods are overriden.
Parametric polymorphism through generics
Within a class declaration, a field name can associate with different types and a method name can associate with different parameter and return types. Java supports parametric polymorphism via generics.
An example is a list which can accept the type of data it contains through generics.
List<String> list = new ArrayList<String>();
Coercion (or implicit conversion)
An operation can serve multiple types through implicit type conversion.
For example, in case of a division operation, if one operand is an integer and other is a floating point, the compiler coerces (implicitly converts) the integer to a floating point value, to prevent a type error.
Another example is passing a subclass object reference to a method’s superclass parameter type. The compiler coerces the subclass type to the superclass type, to restrict operation to those of the superclass.
Note: Many text books consider only oveloading, overriding and parametric as types of polymorphism.

ABSTRACTION

In plain English, abstract means a concept or idea not associated with any specific instance and does not have a concrete existence. Abstraction in Object Oriented Programming refers to the ability to make a class abstract. Abstraction captures only those details about an object that are relevant to the current perspective. Abstraction tries to reduce and factor out details so that the programmer can focus on a few concepts at a time. Java provides interfaces and abstract classes for describing abstract types. An interface is a contract or specification without any implementation. An interface can't have behavior or state. An abstract class is a class that cannot be instantiated. All other functionality of the class still exists. Abstract classes can have state and can be used to provide a skeletal implementation.

Coupling vs Cohesion

Coupling and cohesion are two important concepts in the OO design and hence we will briefly discuss it here.
Coupling is the degree to which one class knows about another class. If the knowledge is only through exposed interfaces (data hiding), it is called loosely coupled. If the knowledge is more like accessing data members directly, it is called tightly coupled. We should try to make our code as loosely coupled as possible. Even though you make some change in a class adhering strictly to the class's API, tight coupling can make other classes that use this class not working properly after the change.
The term cohesion is used to indicate the degree to which a class has a single, well-focused purpose. The more focused a class is, the higher its cohesiveness, which is a good thing. The key benefit of high cohesion is that such classes are typically much easier to maintain than classes with low cohesion. Another benefit of high cohesion is that classes with a well-focused purpose tend to be more reusable than other classes.

Main concept: Object-oriented programming is all about creating a society of cooperating, active "agents" (objects) that, working together, accomplish the desired task.

Classes and objects
A class describes the data and the methods of its objects. Every object belongs to some class.
An object contains data (instance variables) representing its state, and instance methods, which are the things it can do.
A class may also contain its own data (class variables) and class methods. The keyword static denotes such data and methods.
An object "knows" what class it belongs to, and can use class data and class methods, but a class does not "know" about its objects.
Classes form a hierarchy (tree), with Object at the root. Every class, except Object, has one and only one immediate superclass, but that class has its own immediate superclass, and so on all the way up to Object at the root, and all of these are superclasses of the class. The keyword extends denotes the immediate superclass.
A class contains one or more constructors for making new objects of that class. If (and only if) the programmer does not write a constructor, Java provides a default constructor with no arguments. The default constructor sets instance variables as follows: numeric types are set to zero, boolean variables are set to false, char variables are set to '\0', and object variables are set to null.
The purpose of a constructor is to create an object in a valid state. No other work should be done in a constructor.
When a constructor executes, the very first thing it does is call the constructor for its superclass. You can write this constructor call explicitly, with super(...);, or you can let it implicitly call the default constructor.
A constructor for a class can call another constructor for the same class by putting this(...); as the first thing in the constructor. This allows you to avoid repeating code.
Objects are declared just like primitive values, with the syntax ClassName objectName; but are not defined (allocated space and given a value) until you create one by calling the constructor with the keyword new.
Classes inherit all the data and all the methods of their superclasses, but do not inherit constructors.
You can assign an object of a class to a variable (that is, variable = object) declared to be of that class or any of its superclasses (thus, you can assign any object to a variable of type Object). If you have an object in a more general variable or expression (for example, a String value in an Object variable), you can cast it to the correct type with the syntax (type)variable or (type)(expression).
Casting an object to a more general type is called upcasting, and is always legal. Casting an object to a more specific type is called downcasting, and Java inserts a run-time check to ensure that the cast is legal. Casting does not affect what the object is, it only changes what fields and methods are available on the object at the position the cast occurs.
A class that is declared as final may not be extended by subclasses.
The instanceof operator tests whether its left operand (an object) is an instance of its right operand (a class or interface). The result will be true if the right operand is the class or any superclass of the object. Well-designed programs have very little need for the instanceof operator.
A Java source file may contain only one public class, though it may contain additional non-public classes. The name of the file must be the same as the name of the class, but with the .java extension.
Classes should be as self-contained and independent as it is reasonable to make them. The interface (the fields and methods it makes available outside the class) should be kept small.
An object is responsible for keeping itself in a valid state. Therefore, it should limit write access to essential fields.
Access
Variables and methods are accessed by name.
There are three dimensions to accessing names: namespaces, scope, and access modifiers.
Java uses six different namespaces: package names, type names, field (variable) names, method names, local variable names (including parameters), and labels. Identical names of different types do not conflict; for example, a method may be named the same as a local variable. However, it's best to avoid reusing names in this manner.
The scope of a name is the part of a class in which it can be seen.
  • A variable declared anywhere in a class can be seen everywhere in a class.
  • The scope of a method's formal parameters is the entire method.
  • The scope of a variable declared in a block (indicated by braces, { }) extends from the declaration to the closing brace. A method body is always a block.
  • The scope of a variable declared in the initialization part of a for loop is the entire for loop.
Class variables and class methods (denoted by the keyword static) can be used anywhere within the class.
Instance variables and instance methods can be used anywhere within the class except in static methods.
Within an instance method, the keyword this refers to the object currently executing the method.
When an instance variable and a formal parameter have the same name, the name refers to the formal parameter; prefix the name with this. to refer to the instance variable.
To refer to an instance name in a different object, use the syntax otherObject.name. To refer to a class (static) name in a different class, use the syntax OtherClass.name.
You can refer to a name (class or instance) in another class if and only if you have access privileges. Possible access privileges are:
  • public : You can access it from anywhere.
  • protected : You can access it from any other class in the same directory (folder), or from any subclass.
  • package (default) : You can access it from any other class in the same directory.
  • private : You cannot access it from outside the class. Surprisingly, private variables and methods can be accessed by other objects in the same class.
You can refer to a name in a class in another package in either of two ways:
  • You can use the fully-qualified name, for instance java.awt.Color.RED
  • You can import a specific class or (with *) all classes in a given package, then use the name with or without the package qualification, for instance Color.RED.

Methods
A method is a named executable chunk of code.
All executable statements must be in methods. (Exception: "initialization blocks," not covered here.)
A method has a signature consisting of its name and the number and types of its parameters (also called "arguments"). The parameters in the method declaration are its formal parameters.
A method has a return type, which is not part of its signature. If the return type is other than void, then the method must return a value of the specified type.
A method may have local variables (also called method variables). These follow the scope rules, and are never available anywhere outside the method. The concepts static, public, protected, package, and private do not apply to local variables. Local variables have undefined values upon method entry. Formal parameters are a kind of local variable, but have initial values as supplied by the corresponding actual parameters.
Every method must have a signature that is unique within its class. Methods in other classes (even superclasses and subclasses) may have the same signature.
An instance method is executed by sending a message to its object. The message consists of: a reference to the object (typically its name), a dot, the name of the method, and zero or more actual parameters enclosed in parentheses. The object will respond by executing the corresponding method in the actual class of the object, which may be different from the type of the variable holding the object.
A class method is executed by sending a message to the class. The message consists of: the name of the class, a dot, the name of the method, and zero or more actual parameters enclosed in parentheses. The class will respond by executing the corresponding static method in that class.
When a message is sent, and before the method executes, the values of the actual parameters are copied into the corresponding formal parameters. Then the method body executes. Then the return value replaces the message, and all local names are forgotten.
Polymorphism

The two kinds of polymorphism are overloading and overriding.
Overloading occurs when a class declares two or more methods with the same name but different signatures. When a message is sent to an object or class with overloaded methods, the method with the best matching signature is the one that is used ("invoked").
  • If the message and the method have a different number of parameters, no match is possible.
  • If the message and the method have exactly the same types of parameters, that is the best possible match.
  • Messages with specific actual parameter types can invoke methods with more general formal parameter types. For example if the formal parameter type is Object, an actual parameter of type String is acceptable (since a String value can be assigned to an Object variable). If the formal parameter is type double, an actual parameter of type int can be used (for similar reasons).
  • If there is no clear best match, Java reports a syntax error.
Overriding occurs when a class declares a method with the same signature as that of an inherited method. When a message is sent to the object (or class, if it's a class method), the locally-defined method is the one that is used.
  • Overriding is commonly used to make methods more specific.
  • When a method name is overridden, you can still invoke the superclass' method (from inside the class) with the syntax super.name(parameters).
  • From outside the class, you can cast an object to its superclass and then invoke the method, with the syntax ((Superclass)object).name(parameters).
  • Restrictions:
    • Although the return type is not part of the signature, an overriding method must have the same return type as the method it overrides.
    • The overriding method cannot be more private than the method it overides (public > protected > package > private).
    • The overriding method may not throw any exception types in addition to those thrown by the method it overrides (although it may throw fewer exception types).
A class can declare a variable with the same name as an inherited variable, thus "hiding" or shadowing the inherited version. (This is like overriding, but for variables.)
  • Shadowing should be avoided.
  • When shadowing does happen, you can access the superclass name by either the syntax super.name or by casting the object to its superclass, with the syntax ((Superclass)object).name.
Interfaces and abstract classes

The purpose of interfaces and abstract methods is to ensure that any classes derived from them will share the same set of methods.
An abstract method is a method that is declared but not defined. It is declared with the keyword abstract, and has a header like any other method, but ends with a semicolon instead of a method body.
An abstract class is one that contains one or more abstract methods; it must itself be declared with the abstract keyword. A class may be declared abstract even if it does not contain any abstract methods. A non-abstract class is sometimes called a concrete class.
An abstract class cannot be instantiated; that is, no objects of that class can be created. Instead, you can create subclasses that define (in the usual way) the inherited abstract methods, and these subclasses can be instantiated.
An interface is declared with the keyword interface instead of the keyword class. An interface may contain only public abstract methods and definitions of constants (that is, final variables). The keywords public and abstract before each method are optional.
A class may extend only one other class, but it may implement any number of interfaces. The syntax is: class Class extends Superclass implements Interface1, Interface2, .... When a class extends an interface, it may implement (define) some or all of the inherited abstract methods. A class must itself be declared abstract if it inherits abstract methods that it does not define.
A variable may be declared to have a type that is an abstract class or an interface; any object whose type implements or extends the variable's type may be assigned to that variable. The instanceof operator may take a class, abstract class, or interface as its right operand.
Inner classes
An inner class is a class declared within another class. The four kinds of inner class are: (1) member class, (2) static member class, (3) local inner class, and (4) anonymous inner class. Unlike "outer" classes, the usual scope rules apply to inner classes.
A member class is defined at the top level of the class, along with fields and methods. It may have the same access modifiers as variables (public, protected, package, static, final), and is accessed in much the same way as variables of that class.
A static member class is defined like a member class, but with the keyword static. Despite its position inside another class, a static member class is actually an "outer" class--it has no special access to names in its containing class. To refer to the static inner class from a class outside the containing class, use the syntax OuterClassName.InnerClassName. A static member class may contain static fields and methods.
A local inner class is defined within a method, and the usual scope rules apply to it. It is only accessible within that method, therefore access restrictions (public, protected, package) do not apply. However, because objects (and their methods) created from this class may persist after the method returns, a local inner class may not refer to parameters or non-final local variables of the method.
An anonymous inner class is one that is declared and used to create one object (typically as a parameter to a method), all within a single statement. The anonymous inner class may either extend a class or implement an interface; the syntax is the same for both: new Super(parameters){methods}, where Super is the name of the extended class or implemented interface, parameters are the parameters to the constructor for that class or interface (usually just ()), and methods override any inherited methods.
The keyword static may not be used within any inner class except a static member class.

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