CSC/ECE 517 Fall 2011/ch1 1e sa: Difference between revisions
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"'''Block | "'''Block vs Object-Oriented Programming Languages'''" | ||
In computer science, computer programming languages exhibit variance in syntax and structure in order to effectively solve problems. Two of these variances can be seen between '''block structure''' and '''object-oriented structure'''. A programming language with block structure allows the programmer to group lines of code | In computer science, computer programming languages exhibit variance in syntax and structure in order to effectively solve problems. Two of these variances can be seen between '''block structure''' and '''object-oriented structure'''. A programming language with block structure allows the programmer to group lines of code for convenient use throughout the rest of the program. Object-oriented structure meanwhile goes further to allow the programmer to associate data with its actions in a hierarchical manner. Object-oriented structure has many advantages which generally make it more effective and durable than block-structured languages, even though object-oriented structure benefits from many of the features present in simple block structure. | ||
==Block structure== | ==Block structure== | ||
===Definition=== | ===Definition=== | ||
Block-structured programming languages are task-centric, high-level languages. Operations on data sets are emphasized | Block-structured programming languages are task-centric, high-level languages. Operations on data sets are emphasized in an attempt to logically organize program operation. The design and implementation involves breaking down the problem into discrete blocks or units which can be nested to any depth or not at all. Each block generally consists of a set of delimiters such as braces or keywords that separate them from other blocks. Each of these blocks contains a set of (optional) declarations and logic to solve a particular problem. Declarations inside of nested blocks introduces the concept of variable scope, which frees the programmer from having to worry about name collisions and other variable maintenance tasks.<ref>[http://en.wikipedia.org/wiki/Block_(programming) Block (programming)] at Wikipedia</ref> A [[CSC/ECE_517_Fall_2011/ch1_1e_sa#Code_example|code example]] of a block structured program is provided later in the article. | ||
Overall, block-structured languages can be summarized as having the following features: | Overall, block-structured languages can be summarized as having the following features: | ||
* | * Modular - Lines of code/functionality are grouped together | ||
* | * Scoped - Variables are limited to the group of code they are declared in | ||
* Top down | * [http://en.wikipedia.org/wiki/Top-down_and_bottom-up_design Top down] - Modules are created as necessary to meet the program's requirements | ||
* Simple - It is generally simpler to "cobble together" modules of code that accomplish a simple, well-defined task. | |||
* | |||
===History=== | ===History=== | ||
Block-structured languages were first conceived in the 1950s with the advent of ALGOL, one of the first imperative programming languages. An evolution of block structuring was created as the "GOTO" logic of programs became more and more difficult to understand and maintain. In 1968, famed computer scientist Edsger Dijkstra wrote a letter and follow-up article on the ideas and motivation behind "structured programming," where the program exhibits | Block-structured languages were first conceived in the 1950s with the advent of [http://en.wikipedia.org/wiki/ALGOL ALGOL], one of the first [http://en.wikipedia.org/wiki/Imperative_programming imperative programming languages]. An evolution of block structuring was created as the "GOTO" logic of programs became more and more difficult to understand and maintain. In 1968, famed computer scientist [http://en.wikipedia.org/wiki/Edsger_W._Dijkstra Edsger Dijkstra] wrote [http://dx.doi.org/10.1145%2F362929.362947 a letter] and [http://dx.doi.org/10.1145%2F355604.361591 follow-up article] on the ideas and motivation behind "[http://en.wikipedia.org/wiki/Structured_programming structured programming]," where the program exhibits “[http://en.wikipedia.org/wiki/Separation_of_concerns separation of concerns]," single point of entry but multiple points of exit, and ideas of data structures. It was Dijkstra’s and others’ which helped propel this basic idea of block structure programming into the mainstream.<ref>[http://en.wikipedia.org/wiki/Structured_programming Structured programming] at Wikipedia</ref> | ||
===Programming languages=== | ===Programming languages=== | ||
Block-structured programming languages dominate the general purpose, imperative programming language arena. Indeed most programming languages in modern use enjoy some of the benefits of block structure with grouping of code and scope of variables. Indeed, ignoring their object-oriented aspects, all of C, C++, C#, Java, PHP and Visual Basic – for example – contain elements of block structure. | Block-structured programming languages dominate the general purpose, imperative programming language arena. Indeed most programming languages in modern use enjoy some of the benefits of block structure with grouping of code and scope of variables. Indeed, ignoring their object-oriented aspects, all of [http://en.wikipedia.org/wiki/C_(programming_language) C], [http://en.wikipedia.org/wiki/C%2B%2B C++], [http://en.wikipedia.org/wiki/C_Sharp_(programming_language) C#], [http://en.wikipedia.org/wiki/Java_(programming_language) Java], [http://en.wikipedia.org/wiki/PHP PHP] and [http://en.wikipedia.org/wiki/Visual_Basic Visual Basic] – for example – contain elements of block structure. | ||
===Code example=== | |||
The code snippet given below is an ALGOL example that calculates the [http://en.wikipedia.org/wiki/Arithmetic_mean arithmetic mean] by first asking how many samples to take and then asking for the values of each sample. It exhibits block structure because it is modularizing sections of code with the <b>begin</b> and <b>end</b> keywords, implying changes of variable scope between the beginning of the program and the remainder. For example, the <b>N</b> integer has scope throughout the whole body, but the <b>Data</b> array, <b>sum</b>, <b>i</b>, and <b>avg</b> variables only have scope after reading the number of samples to take, and the <b>val</b> variable has local scope only inside the loop for when values are requested. | |||
====Code listing==== | |||
This above-mentioned ALGOL code sample is from the "Compute The Mean Example Program | |||
" from the CIS400 course at the University of Michigan.<ref>http://groups.engin.umd.umich.edu/CIS/course.des/cis400/algol/average.html "Compute The Mean Example Program | |||
" from the CIS400 course at the University of Michigan</ref> Per the notes available at the source web page, this program has not been tested. | |||
<pre>begin | |||
integer N; | |||
Read Int(N); | |||
begin | |||
real array Data[1:N]; | |||
real sum, avg; | |||
integer i; | |||
sum:=0; | |||
for i:=1 step 1 until N do | |||
begin real val; | |||
Read Real(val); | |||
Data[i]:=if val<0 then -val else val | |||
end; | |||
for i:=1 step 1 until N do | |||
sum:=sum + Data[i]; | |||
avg:=sum/N; | |||
Print Real(avg) | |||
end | |||
end</pre> | |||
====Program operation==== | |||
=====User input===== | |||
<pre>5 | |||
1 | |||
2 | |||
3 | |||
4 | |||
5</pre> | |||
=====Output===== | |||
<pre>3</pre> | |||
==Object-oriented structure== | ==Object-oriented structure== | ||
===Definition=== | ===Definition=== | ||
Object-oriented languages have an important overall goal and foster major design principles. A full discussion of these principles is outside the scope of this article and full treatment of them is deferred to their linked articles. | |||
====Description==== | ====Description==== | ||
Object-oriented structured languages are data-centric, high-level languages. Compared to block-structure languages, logical organization of data and the methods associated with them are emphasized. It is a way of grouping data with executable code | Object-oriented structured languages are data-centric, high-level languages. This is in contrast to block structure languages, which are task-centric. Compared to block-structure languages, logical organization of <i>data</i> and the methods associated with them are emphasized. It is a way of grouping data with executable code. These groups are called "[http://en.wikipedia.org/wiki/Object_(computer_science) objects]." Objects utilize their data and interact with other objects such that a hierarchy is established (called "[http://en.wikipedia.org/wiki/Class_(computer_science) classes]" in popular languages). Toward this end and depending on the language, objects can be interrelated and defined so that their relationships can produce code that is well-organized, easy to read, and reusable.<ref name="oopref">[http://en.wikipedia.org/wiki/Object-oriented_programming Object-oriented programming] at Wikipedia</ref> | ||
====Principles==== | ====Principles==== | ||
=====Encapsulation===== | =====Encapsulation===== | ||
Also referred to as "data hiding," encapsulation shields the programmer from the implementation details of an object. These implementation details would include private variables, special libraries, and data structures that the programmer does not need to know in order to utilize the functionality offered by the object.<ref>[http://en.wikipedia.org/wiki/Encapsulation_(object-oriented_programming) Encapsulation (object-oriented programming)] at Wikipedia</ref> | Also referred to as "data hiding," [http://en.wikipedia.org/wiki/Encapsulation_(object-oriented_programming) encapsulation] shields the programmer from the implementation details of an object. These implementation details would include [http://en.wikipedia.org/wiki/Local_variable private variables], special [http://en.wikipedia.org/wiki/Library_(computing) libraries], and [http://en.wikipedia.org/wiki/Data_structure data structures] that the programmer does not need to know in order to utilize the functionality offered by the object.<ref>[http://en.wikipedia.org/wiki/Encapsulation_(object-oriented_programming) Encapsulation (object-oriented programming)] at Wikipedia</ref> | ||
=====Inheritance===== | =====Inheritance===== | ||
Inheritance introduces the idea of objects sharing functionality in data or methods that are common. Subclasses can inherit data structures, functions, and attributes of their superclasses in order to create an object hierarchy that is effective in organizing data and methods in a logical manner.<ref>[http://en.wikipedia.org/wiki/Inheritance_(computer_science) Inheritance (computer science)] at Wikipedia</ref> | [http://en.wikipedia.org/wiki/Inheritance_(computer_science) Inheritance] introduces the idea of objects sharing functionality in data or methods that are common. [http://en.wikipedia.org/wiki/Subclass_(computer_science)#Subclasses_and_superclasses Subclasses] can inherit data structures, functions, and attributes of their [http://en.wikipedia.org/wiki/Subclass_(computer_science)#Subclasses_and_superclasses superclasses] in order to create an object or [http://en.wikipedia.org/wiki/Class_hierarchy class hierarchy] that is effective in organizing data and methods in a logical manner.<ref>[http://en.wikipedia.org/wiki/Inheritance_(computer_science) Inheritance (computer science)] at Wikipedia</ref> | ||
=====Polymorphism===== | =====Polymorphism===== | ||
Polymorphism describes the idea of interfaces, where one data type can be defined that allows other dissimilar types to implement a common set of methods and fields. This allows a high level of abstraction that allows programmers to write easily maintainable code.<ref>[http://en.wikipedia.org/wiki/Polymorphism_in_object-oriented_programming Polymorphism in object-oriented programming] at Wikipedia</ref> | [http://en.wikipedia.org/wiki/Polymorphism_in_object-oriented_programming Polymorphism] describes the idea of interfaces, where one data type can be defined that allows other dissimilar types to implement a common set of [http://en.wikipedia.org/wiki/Method_(computer_programming) methods] and [http://en.wikipedia.org/wiki/Field_(computer_science) fields]. This allows a high level of [http://en.wikipedia.org/wiki/Abstraction_(computer_science) abstraction] that allows programmers to write easily maintainable code.<ref>[http://en.wikipedia.org/wiki/Polymorphism_in_object-oriented_programming Polymorphism in object-oriented programming] at Wikipedia</ref> | ||
===History and transition=== | ===History and transition=== | ||
Early forms of | Early forms of object oriented programming languages were created in the early 1960s with the creation of [http://en.wikipedia.org/wiki/Lisp_(programming_language) LISP] and an early form of ALGOL, with [http://en.wikipedia.org/wiki/Simula Simula 67] signaling the actual beginning of the object-oriented "revolution." The development of object-oriented languages progressed through other languages like [http://en.wikipedia.org/wiki/Simula Smalltalk] and the archetypal C++ to arrive at many of the object oriented languages we have today.<ref name="oopref"/> As processing capability has matured, so too have the capabilities of programming languages. More and more though, [http://en.wikipedia.org/wiki/Dynamic_programming_language dynamic programming languages] like [http://en.wikipedia.org/wiki/Ruby_(programming_language) Ruby] are being treated as "true" object-oriented languages because of their rapid prototyping ability and strong [http://en.wikipedia.org/wiki/Object-oriented_analysis_and_design object model]. | ||
===Programming languages=== | ===Programming languages=== | ||
A complete list of object oriented languages is outside the scope of this document, but some major examples are Boo, C++, C#, COBOL, F#, Fortran 2003, Java, MATLAB, Objective-C, | A complete list of object oriented languages is outside the scope of this document, but some major examples are [http://en.wikipedia.org/wiki/Boo_(programming_language) Boo], C++, C#, [http://en.wikipedia.org/wiki/COBOL COBOL 2002], [http://en.wikipedia.org/wiki/F_Sharp_(programming_language) F#], [http://en.wikipedia.org/wiki/Fortran Fortran 2003], Java, [http://en.wikipedia.org/wiki/Matlab MATLAB], [http://en.wikipedia.org/wiki/Objective_c Objective-C], [http://en.wikipedia.org/wiki/PHP PHP 5], [http://en.wikipedia.org/wiki/Python_(programming_language) Python], Ruby, and Visual Basic.<ref>[http://en.wikipedia.org/wiki/List_of_object-oriented_programming_languages List of object-oriented programming languages] at Wikipedia</ref> | ||
====Code example==== | |||
The code snippet given below is a simple example from a purely object-oriented language called Ruby. It exhibits object oriented structure in that it defines an object called <b>AdderGen</b>. The object is initialized with a number <b>n</b> to which a provided value <b>a</b> can be added. It also provides a method to square a provided number <b>a</b>. This is a simple example of object-oriented structure because it associates separate pieces of data (<b>instanceOne</b> and <b>instanceTwo</b>, initialized with 5 and 3, respectively) with methods that act against it (the <b>addVal</b> method). | |||
=====Code listing===== | |||
<pre>class AdderGen | |||
def initialize(n) | |||
@classVar1 = lambda {|a| n+a} | |||
@classVar2 = lambda {|a| a*a} | |||
end | |||
def addVal(a) | |||
return @classVar1.call(a) | |||
end | |||
def squareVal(a) | |||
return @classVar2.call(a) | |||
end | |||
end | |||
instanceOne = AdderGen.new(5) | |||
instanceTwo = AdderGen.new(3) | |||
puts instanceOne.addVal(6) | |||
puts instanceTwo.addVal(8)</pre> | |||
=====Code output===== | |||
<pre>11 | |||
=> nil | |||
11 | |||
=> nil</pre> | |||
==Structure comparison== | ==Structure comparison== | ||
===Advantages and disadvantages=== | ===Advantages and disadvantages=== | ||
==== Block | ==== Block-structured languages ==== | ||
===== Advantages | =====Advantages===== | ||
* Simplicity | * Simplicity | ||
* | * Reduced coding and turnover time | ||
* Dynamic lifetime of variables provide efficient usage of memory | * Dynamic lifetime of variables ([http://en.wikipedia.org/wiki/Scope_(computer_science) Scope]) provide efficient usage of memory since allocation and deletion occur at the entrance and exit of each block | ||
=====Disadvantages===== | |||
* Commercial projects are difficult to manage due to very large [http://en.wikipedia.org/wiki/Codebase codebase] sizes | |||
* Reduced code [http://en.wikipedia.org/wiki/Reusability reusability] | |||
* [http://en.wikipedia.org/wiki/Computer_security Security] concerns, especially in the realm of [http://en.wikipedia.org/wiki/Array#In_computer_science arrays] and accessing [http://en.wikipedia.org/wiki/Value_(computer_science) elements] that are [http://en.wikipedia.org/wiki/Privilege_(computing) out of bounds] | |||
===== | ====Object-Oriented languages==== | ||
* | =====Advantages===== | ||
* | * The software objects model real world objects so program composition is well defined and structured | ||
* | * Each object's definition and internal implementation is decoupled from other objects, making the system design inherently modular ([http://en.wikipedia.org/wiki/Encapsulation_(object-oriented_programming) Encapsulation]) | ||
* Adding new features becomes easier because of inheritance, allowing the new class to contain the new feature in addition to all old features from the inherited class | |||
* [http://en.wikipedia.org/wiki/Debugging Debugging] is easier since each object's internal mechanisms are independent of each other, which helps in isolating errors and fixing them | |||
* Enhanced code reusability | |||
=== | =====Disadvantages===== | ||
== | * The complexity of object-oriented design becomes prohibitive when working on small projects | ||
* The | * Object-oriented programming paradigm is preferable for dynamic environments rather than simple environments | ||
* Reduced time efficiency compared to block-structured languages | |||
* | |||
* | |||
===Summary of important differences=== | ===Summary of important differences=== | ||
{| class="wikitable" style="font-size: 100%; text-align: center; width: auto;" | {| class="wikitable" style="font-size: 100%; text-align: center; width: auto;" | ||
Line 74: | Line 141: | ||
|- | |- | ||
| '''Problem approach''' | | '''Problem approach''' | ||
| Top down approach is followed | | Top-down approach is followed | ||
| Bottom-up approach is followed | | [http://en.wikipedia.org/wiki/Top-down_and_bottom-up_design Bottom-up] approach is followed | ||
|- | |- | ||
| '''Problem focus''' | | '''Problem focus''' | ||
| Focus is on the Algorithm to solve the problem | | Focus is on the [http://en.wikipedia.org/wiki/Algorithm#Computer_algorithms algorithm] to solve the problem | ||
| Focus is on getting the object design right | | Focus is on getting the object design right | ||
|- | |- | ||
Line 98: | Line 165: | ||
|} | |} | ||
===Effectiveness and durability | ===Effectiveness and durability=== | ||
Although block structured languages were simpler and faster for smaller projects, when it comes to large commercial undertaking the manpower and tools required to maintain the code base is very prohibitive. It was very difficult to fix issues ,add new features and at the same time to make sure that the integrity of the code base is intact. Many projects were perpetually stagnant at 90% completion with issues coming up at the | Although block structured languages were simpler and faster for smaller projects, when it comes to large commercial undertaking the manpower and tools required to maintain the code base is very prohibitive. It was very difficult to fix issues, add new features, and at the same time to make sure that the integrity of the code base is intact. Many projects were perpetually stagnant at 90%<ref>Fayad, Mohamed, and Mauri Laitinen. <i>Transition to Object-oriented Software Development</i>. New York: Wiley, 1998. Print.</ref> completion with issues coming up at the eleventh hour. All these problems led to the hastening of the move to object-oriented languages which showed it had the solutions to all the problems that block structured languages could not solve. The following four points are the most important reasons why object-oriented languages were more effective and durable that block structured languages: | ||
* Maintenance - In block structured languages especially in large projects system maintenance became a | * Maintenance - In block structured languages, especially in large projects, system maintenance became a challenge. Object oriented languages could counter this by providing clear demarcation between the objects and making it easier to work on individual aspects of the system without disturbing the other components. | ||
* Data hiding - In block structured language system the data usually has global scope. Hence it is very difficult to monitor or supervise data access. This was solved by | * [http://en.wikipedia.org/wiki/Information_hiding Data hiding] - In block structured language system the data usually has global scope. Hence it is very difficult to monitor or supervise data access. This was solved by object-oriented languages by providing data encapsulation. The data and the corresponding attributes are put into a nice little package that was much easier to control and monitor. | ||
* Code | * Code reuse - Object oriented languages are proponents of code reuse. Hence the code size could be reduced sufficiently enough when it comes to large projects to warrant a shift from block structured to object oriented languages. | ||
* Feature | * Feature additions - Object oriented languages provide a very cost effective and safe way to add new features to the existing system without causing the whole system to collapse. This feature is very important for large scale software vendors who provide various customizations. | ||
===Applicability between paradigms=== | ===Applicability between paradigms=== | ||
Object-oriented languages have solved many problems that block structured languages introduced. But all is not lost with block structured languages. They boast some very important features that are needed in any programming language. The simplicity and readability of code in block structured languages are enviable features indeed. Because of this very simplicity we find that block structured languages are very efficient in terms of speed and performance. A language that can capture both sides of the argument would be a formidable entry into the growing list of programming languages. This explains why we see C++ emerging as the most popular object oriented | Object-oriented languages have solved many problems that block structured languages introduced. But all is not lost with block structured languages. They boast some very important features that are needed in any programming language. The simplicity and readability of code in block structured languages are enviable features indeed. Because of this very simplicity we find that block structured languages are very efficient in terms of speed and performance. Such a language would also provide the flexibility in moving legacy block structured systems to the object oriented paradigm seamlessly. A language that can capture both sides of the argument would be a formidable entry into the growing list of programming languages. This explains why we see C++ emerging as one of the most popular object oriented languages. It has both the block structured features of C and the object-oriented concepts built into it, thereby making it a very versatile and efficient programming language. | ||
==C/C++ Case Example== | |||
Below are code examples highlighting key differences between a block structured program and an object oriented program. The execution of each program results in identical output. C and C++ were chosen as the languages for example so a more direct comparison could be made, despite the fact that C++ is not a "true" object oriented language<ref>http://www.jvoegele.com/software/langcomp.html <i>Programming Language Comparison</i> by Jason Voegele</ref>. | |||
===Block structure=== | |||
The below example illustrates a typical block structure program. The listing begins with the requisite headers to include functionality, followed by declarative statements that define some blocks ("functions prototypes") later in the program. Program execution begins in the <i>main()</i> method, where the various commands to print to the screen are executed by calling each function's respective message. The functions are focusing on the functionality, and no data association is occurring at all. | |||
<pre>// C standard header files | |||
#include <stdio.h> | |||
#include <stdlib.h> | |||
// Define the messages of each persona | |||
#define KING_MESSAGE "Read my lips: No new taxes" | |||
#define JESTER_MESSAGE "My wife and I were happy for 20 years. Then we met." | |||
#define PEON_MESSAGE "The king himself created his own worst enemy, just as tyrants everywhere do!" | |||
// Define the function prototypes for delivering the different messages | |||
char *getKingMessage(); | |||
char *getJesterMessage(); | |||
char *getPeonMessage(); | |||
// Main program entry point | |||
int main() | |||
{ | |||
// Go through and make each function call for... | |||
// The King | |||
printf("And now a message from the king: %s\n", getKingMessage()); | |||
printf("The King has spoken!\n\n"); | |||
// The Court Jester | |||
printf("And now a message from the court jester: %s\n", getJesterMessage()); | |||
printf("Wocka wocka wocka!\n\n"); | |||
// A Peon | |||
printf("And now a message from a peon: %s\n", getPeonMessage()); | |||
printf("... but don't mind me!\n\n"); | |||
// Wait for user input before exiting | |||
system("pause"); | |||
return 0; | |||
} | |||
// Returns a string containing the text to be spoken by the king | |||
char *getKingMessage() | |||
{ | |||
return KING_MESSAGE; | |||
} | |||
// Returns a string containing the text to be spoken by the court jester | |||
char *getJesterMessage() | |||
{ | |||
return JESTER_MESSAGE; | |||
} | |||
// Returns a string containing the text to be spoken by all peons | |||
char *getPeonMessage() | |||
{ | |||
return PEON_MESSAGE; | |||
}</pre> | |||
===Object oriented structure=== | |||
The below object oriented structure source code yields a program that has the exact same output as the block structure program above. The listing begins with the necessary headers to include functionality in the program. This is followed by a class (object) definition for a <i>Person</i>, and how the <i>King</i>, <i>Jester</i>, and <i>Peon</i> all inherit the capabilities and attributes of a <i>Person</i> (like having a <b>label</b> (title of nobility or lack thereof) and being able to <b>DeliverMessage</b>s). Due to inheritance, each of these people is permanently defined by their label -- it will not change due to the nature of a <i>Monarchy</i>. Also, the person's data (label/message) is firmly associated with their functions (DeliverMessage). Carrying on, the program's main function begins by initializing instance of each King, Jester, and Peon, instilling in each one their own unique message and finally having them deliver it (to the screen). | |||
The object oriented structure has a lot of [http://en.wikipedia.org/wiki/Boilerplate_code boilerplate code] necessary to describe this structure, but once it comes to initialization and execution, the program logic and organization simplifies greatly compared to block structure. | |||
<pre>// C++ standard headers | |||
#include <cstdio> | |||
#include <cstdlib> | |||
// Define what each persona should say | |||
#define KING_MESSAGE "Read my lips: No new taxes" | |||
#define JESTER_MESSAGE "My wife and I were happy for 20 years. Then we met." | |||
#define PEON_MESSAGE "The king himself created his own worst enemy, just as tyrants everywhere do!" | |||
// Keep all classes clearly separated from other sections of code | |||
namespace Monarchy | |||
{ | |||
// Define a basic class where a person has a label and something they want to say | |||
class Person | |||
{ | |||
private: | |||
char *szMessage; | |||
char *szLabel; | |||
public: | |||
// Allow a person to deliver their message | |||
void DeliverMessage() | |||
{ | |||
printf("A now a message from %s: %s\n", this->szLabel, this->szMessage); | |||
} | |||
// A person needs to be initialized with a label and a message | |||
Person(char*label, char *msg) | |||
{ | |||
this->szLabel = label; | |||
this->szMessage = msg; | |||
} | |||
}; | |||
// The King is a person (and thus inherits from it) | |||
class King : public Person | |||
{ | |||
public: | |||
// The king has the same label, but his message might change according to the political winds | |||
King(char *msg) : Person("the king", msg) | |||
{ | |||
} | |||
// Here, the function is being overridden... | |||
void DeliverMessage() | |||
{ | |||
// .. but the base class's DeliverMessage is still being called, in addition to the tag line | |||
Person::DeliverMessage(); | |||
printf("The King has spoken!\n\n"); | |||
} | |||
}; | |||
// A peon is a person (and thus inherits from it) | |||
class Peon : public Person | |||
{ | |||
public: | |||
// A peon has the same label but his message might change according to his or her attitude toward the king | |||
Peon(char *msg) : Person("a peon", msg) | |||
{ | |||
} | |||
// Like above, deliver the message, but always provide a common tag line | |||
void DeliverMessage() | |||
{ | |||
Person::DeliverMessage(); | |||
printf("... but don't mind me!\n\n"); | |||
} | |||
}; | |||
// A jester is a person (and thus inherits from it) | |||
class Jester : public Person | |||
{ | |||
public: | |||
// A peon has the same label but his message might change if the king is sick of his jokes | |||
Jester(char *msg) : Person("the court jester", msg) | |||
{ | |||
} | |||
// Might as well call him Fozzie ;) | |||
void DeliverMessage() | |||
{ | |||
Person::DeliverMessage(); | |||
printf("Wocka wocka wocka!\n\n"); | |||
} | |||
}; | |||
} | |||
// Main program entry point | |||
int main() | |||
{ | |||
// Initialize some monarchy objects | |||
Monarchy::King TheKing(KING_MESSAGE); | |||
Monarchy::Jester Borat(JESTER_MESSAGE); | |||
Monarchy::Peon Bruno(PEON_MESSAGE); | |||
// Let them deliver their messages | |||
TheKing.DeliverMessage(); | |||
Borat.DeliverMessage(); | |||
Bruno.DeliverMessage(); | |||
// Wait for user input | |||
system("pause"); | |||
return 0; | |||
}</pre> | |||
===Output (both structures)=== | |||
<pre>And now a message from the king: Read my lips: No new taxes | |||
The King has spoken! | |||
And now a message from the court jester: My wife and I were happy for 20 years. Then we met. | |||
Wocka wocka wocka! | |||
And now a message from a peon: The king himself created his own worst enemy, just as tyrants everywhere do! | |||
... but don't mind me! | |||
Press any key to continue . . .</pre> | |||
==See also== | ==See also== | ||
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* [http://www.developer.com/java/other/article.php/3493761/The-Evolution-of-Object-Oriented-Languages.htm The Evolution of Object-Oriented Languages] | * [http://www.developer.com/java/other/article.php/3493761/The-Evolution-of-Object-Oriented-Languages.htm The Evolution of Object-Oriented Languages] | ||
* [http://www.xp2003.org/the-history-of-oop.htm The History of OOP] | * [http://www.xp2003.org/the-history-of-oop.htm The History of OOP] | ||
* [http://www.brighthub.com/internet/web-development/articles/82024.aspx Structured vs. Object-Oriented Programming: A Comparison] |
Latest revision as of 01:25, 21 September 2011
"Block vs Object-Oriented Programming Languages"
In computer science, computer programming languages exhibit variance in syntax and structure in order to effectively solve problems. Two of these variances can be seen between block structure and object-oriented structure. A programming language with block structure allows the programmer to group lines of code for convenient use throughout the rest of the program. Object-oriented structure meanwhile goes further to allow the programmer to associate data with its actions in a hierarchical manner. Object-oriented structure has many advantages which generally make it more effective and durable than block-structured languages, even though object-oriented structure benefits from many of the features present in simple block structure.
Block structure
Definition
Block-structured programming languages are task-centric, high-level languages. Operations on data sets are emphasized in an attempt to logically organize program operation. The design and implementation involves breaking down the problem into discrete blocks or units which can be nested to any depth or not at all. Each block generally consists of a set of delimiters such as braces or keywords that separate them from other blocks. Each of these blocks contains a set of (optional) declarations and logic to solve a particular problem. Declarations inside of nested blocks introduces the concept of variable scope, which frees the programmer from having to worry about name collisions and other variable maintenance tasks.<ref>Block (programming) at Wikipedia</ref> A code example of a block structured program is provided later in the article.
Overall, block-structured languages can be summarized as having the following features:
- Modular - Lines of code/functionality are grouped together
- Scoped - Variables are limited to the group of code they are declared in
- Top down - Modules are created as necessary to meet the program's requirements
- Simple - It is generally simpler to "cobble together" modules of code that accomplish a simple, well-defined task.
History
Block-structured languages were first conceived in the 1950s with the advent of ALGOL, one of the first imperative programming languages. An evolution of block structuring was created as the "GOTO" logic of programs became more and more difficult to understand and maintain. In 1968, famed computer scientist Edsger Dijkstra wrote a letter and follow-up article on the ideas and motivation behind "structured programming," where the program exhibits “separation of concerns," single point of entry but multiple points of exit, and ideas of data structures. It was Dijkstra’s and others’ which helped propel this basic idea of block structure programming into the mainstream.<ref>Structured programming at Wikipedia</ref>
Programming languages
Block-structured programming languages dominate the general purpose, imperative programming language arena. Indeed most programming languages in modern use enjoy some of the benefits of block structure with grouping of code and scope of variables. Indeed, ignoring their object-oriented aspects, all of C, C++, C#, Java, PHP and Visual Basic – for example – contain elements of block structure.
Code example
The code snippet given below is an ALGOL example that calculates the arithmetic mean by first asking how many samples to take and then asking for the values of each sample. It exhibits block structure because it is modularizing sections of code with the begin and end keywords, implying changes of variable scope between the beginning of the program and the remainder. For example, the N integer has scope throughout the whole body, but the Data array, sum, i, and avg variables only have scope after reading the number of samples to take, and the val variable has local scope only inside the loop for when values are requested.
Code listing
This above-mentioned ALGOL code sample is from the "Compute The Mean Example Program " from the CIS400 course at the University of Michigan.<ref>http://groups.engin.umd.umich.edu/CIS/course.des/cis400/algol/average.html "Compute The Mean Example Program " from the CIS400 course at the University of Michigan</ref> Per the notes available at the source web page, this program has not been tested.
begin integer N; Read Int(N); begin real array Data[1:N]; real sum, avg; integer i; sum:=0; for i:=1 step 1 until N do begin real val; Read Real(val); Data[i]:=if val<0 then -val else val end; for i:=1 step 1 until N do sum:=sum + Data[i]; avg:=sum/N; Print Real(avg) end end
Program operation
User input
5 1 2 3 4 5
Output
3
Object-oriented structure
Definition
Object-oriented languages have an important overall goal and foster major design principles. A full discussion of these principles is outside the scope of this article and full treatment of them is deferred to their linked articles.
Description
Object-oriented structured languages are data-centric, high-level languages. This is in contrast to block structure languages, which are task-centric. Compared to block-structure languages, logical organization of data and the methods associated with them are emphasized. It is a way of grouping data with executable code. These groups are called "objects." Objects utilize their data and interact with other objects such that a hierarchy is established (called "classes" in popular languages). Toward this end and depending on the language, objects can be interrelated and defined so that their relationships can produce code that is well-organized, easy to read, and reusable.<ref name="oopref">Object-oriented programming at Wikipedia</ref>
Principles
Encapsulation
Also referred to as "data hiding," encapsulation shields the programmer from the implementation details of an object. These implementation details would include private variables, special libraries, and data structures that the programmer does not need to know in order to utilize the functionality offered by the object.<ref>Encapsulation (object-oriented programming) at Wikipedia</ref>
Inheritance
Inheritance introduces the idea of objects sharing functionality in data or methods that are common. Subclasses can inherit data structures, functions, and attributes of their superclasses in order to create an object or class hierarchy that is effective in organizing data and methods in a logical manner.<ref>Inheritance (computer science) at Wikipedia</ref>
Polymorphism
Polymorphism describes the idea of interfaces, where one data type can be defined that allows other dissimilar types to implement a common set of methods and fields. This allows a high level of abstraction that allows programmers to write easily maintainable code.<ref>Polymorphism in object-oriented programming at Wikipedia</ref>
History and transition
Early forms of object oriented programming languages were created in the early 1960s with the creation of LISP and an early form of ALGOL, with Simula 67 signaling the actual beginning of the object-oriented "revolution." The development of object-oriented languages progressed through other languages like Smalltalk and the archetypal C++ to arrive at many of the object oriented languages we have today.<ref name="oopref"/> As processing capability has matured, so too have the capabilities of programming languages. More and more though, dynamic programming languages like Ruby are being treated as "true" object-oriented languages because of their rapid prototyping ability and strong object model.
Programming languages
A complete list of object oriented languages is outside the scope of this document, but some major examples are Boo, C++, C#, COBOL 2002, F#, Fortran 2003, Java, MATLAB, Objective-C, PHP 5, Python, Ruby, and Visual Basic.<ref>List of object-oriented programming languages at Wikipedia</ref>
Code example
The code snippet given below is a simple example from a purely object-oriented language called Ruby. It exhibits object oriented structure in that it defines an object called AdderGen. The object is initialized with a number n to which a provided value a can be added. It also provides a method to square a provided number a. This is a simple example of object-oriented structure because it associates separate pieces of data (instanceOne and instanceTwo, initialized with 5 and 3, respectively) with methods that act against it (the addVal method).
Code listing
class AdderGen def initialize(n) @classVar1 = lambda {|a| n+a} @classVar2 = lambda {|a| a*a} end def addVal(a) return @classVar1.call(a) end def squareVal(a) return @classVar2.call(a) end end instanceOne = AdderGen.new(5) instanceTwo = AdderGen.new(3) puts instanceOne.addVal(6) puts instanceTwo.addVal(8)
Code output
11 => nil 11 => nil
Structure comparison
Advantages and disadvantages
Block-structured languages
Advantages
- Simplicity
- Reduced coding and turnover time
- Dynamic lifetime of variables (Scope) provide efficient usage of memory since allocation and deletion occur at the entrance and exit of each block
Disadvantages
- Commercial projects are difficult to manage due to very large codebase sizes
- Reduced code reusability
- Security concerns, especially in the realm of arrays and accessing elements that are out of bounds
Object-Oriented languages
Advantages
- The software objects model real world objects so program composition is well defined and structured
- Each object's definition and internal implementation is decoupled from other objects, making the system design inherently modular (Encapsulation)
- Adding new features becomes easier because of inheritance, allowing the new class to contain the new feature in addition to all old features from the inherited class
- Debugging is easier since each object's internal mechanisms are independent of each other, which helps in isolating errors and fixing them
- Enhanced code reusability
Disadvantages
- The complexity of object-oriented design becomes prohibitive when working on small projects
- Object-oriented programming paradigm is preferable for dynamic environments rather than simple environments
- Reduced time efficiency compared to block-structured languages
Summary of important differences
Difference | Block Structured Languages | Object-Oriented Languages |
---|---|---|
Problem approach | Top-down approach is followed | Bottom-up approach is followed |
Problem focus | Focus is on the algorithm to solve the problem | Focus is on getting the object design right |
View of data and functions | Views data and functions as separate entities | Views data and functions as single entity |
Cost of maintenance | Maintenance is costly | Maintenance is relatively cheaper |
Software reuse | Software reuse is not possible | Software reuse is possible |
Abstraction | Function abstraction is used | Data abstraction is used |
Effectiveness and durability
Although block structured languages were simpler and faster for smaller projects, when it comes to large commercial undertaking the manpower and tools required to maintain the code base is very prohibitive. It was very difficult to fix issues, add new features, and at the same time to make sure that the integrity of the code base is intact. Many projects were perpetually stagnant at 90%<ref>Fayad, Mohamed, and Mauri Laitinen. Transition to Object-oriented Software Development. New York: Wiley, 1998. Print.</ref> completion with issues coming up at the eleventh hour. All these problems led to the hastening of the move to object-oriented languages which showed it had the solutions to all the problems that block structured languages could not solve. The following four points are the most important reasons why object-oriented languages were more effective and durable that block structured languages:
- Maintenance - In block structured languages, especially in large projects, system maintenance became a challenge. Object oriented languages could counter this by providing clear demarcation between the objects and making it easier to work on individual aspects of the system without disturbing the other components.
- Data hiding - In block structured language system the data usually has global scope. Hence it is very difficult to monitor or supervise data access. This was solved by object-oriented languages by providing data encapsulation. The data and the corresponding attributes are put into a nice little package that was much easier to control and monitor.
- Code reuse - Object oriented languages are proponents of code reuse. Hence the code size could be reduced sufficiently enough when it comes to large projects to warrant a shift from block structured to object oriented languages.
- Feature additions - Object oriented languages provide a very cost effective and safe way to add new features to the existing system without causing the whole system to collapse. This feature is very important for large scale software vendors who provide various customizations.
Applicability between paradigms
Object-oriented languages have solved many problems that block structured languages introduced. But all is not lost with block structured languages. They boast some very important features that are needed in any programming language. The simplicity and readability of code in block structured languages are enviable features indeed. Because of this very simplicity we find that block structured languages are very efficient in terms of speed and performance. Such a language would also provide the flexibility in moving legacy block structured systems to the object oriented paradigm seamlessly. A language that can capture both sides of the argument would be a formidable entry into the growing list of programming languages. This explains why we see C++ emerging as one of the most popular object oriented languages. It has both the block structured features of C and the object-oriented concepts built into it, thereby making it a very versatile and efficient programming language.
C/C++ Case Example
Below are code examples highlighting key differences between a block structured program and an object oriented program. The execution of each program results in identical output. C and C++ were chosen as the languages for example so a more direct comparison could be made, despite the fact that C++ is not a "true" object oriented language<ref>http://www.jvoegele.com/software/langcomp.html Programming Language Comparison by Jason Voegele</ref>.
Block structure
The below example illustrates a typical block structure program. The listing begins with the requisite headers to include functionality, followed by declarative statements that define some blocks ("functions prototypes") later in the program. Program execution begins in the main() method, where the various commands to print to the screen are executed by calling each function's respective message. The functions are focusing on the functionality, and no data association is occurring at all.
// C standard header files #include <stdio.h> #include <stdlib.h> // Define the messages of each persona #define KING_MESSAGE "Read my lips: No new taxes" #define JESTER_MESSAGE "My wife and I were happy for 20 years. Then we met." #define PEON_MESSAGE "The king himself created his own worst enemy, just as tyrants everywhere do!" // Define the function prototypes for delivering the different messages char *getKingMessage(); char *getJesterMessage(); char *getPeonMessage(); // Main program entry point int main() { // Go through and make each function call for... // The King printf("And now a message from the king: %s\n", getKingMessage()); printf("The King has spoken!\n\n"); // The Court Jester printf("And now a message from the court jester: %s\n", getJesterMessage()); printf("Wocka wocka wocka!\n\n"); // A Peon printf("And now a message from a peon: %s\n", getPeonMessage()); printf("... but don't mind me!\n\n"); // Wait for user input before exiting system("pause"); return 0; } // Returns a string containing the text to be spoken by the king char *getKingMessage() { return KING_MESSAGE; } // Returns a string containing the text to be spoken by the court jester char *getJesterMessage() { return JESTER_MESSAGE; } // Returns a string containing the text to be spoken by all peons char *getPeonMessage() { return PEON_MESSAGE; }
Object oriented structure
The below object oriented structure source code yields a program that has the exact same output as the block structure program above. The listing begins with the necessary headers to include functionality in the program. This is followed by a class (object) definition for a Person, and how the King, Jester, and Peon all inherit the capabilities and attributes of a Person (like having a label (title of nobility or lack thereof) and being able to DeliverMessages). Due to inheritance, each of these people is permanently defined by their label -- it will not change due to the nature of a Monarchy. Also, the person's data (label/message) is firmly associated with their functions (DeliverMessage). Carrying on, the program's main function begins by initializing instance of each King, Jester, and Peon, instilling in each one their own unique message and finally having them deliver it (to the screen). The object oriented structure has a lot of boilerplate code necessary to describe this structure, but once it comes to initialization and execution, the program logic and organization simplifies greatly compared to block structure.
// C++ standard headers #include <cstdio> #include <cstdlib> // Define what each persona should say #define KING_MESSAGE "Read my lips: No new taxes" #define JESTER_MESSAGE "My wife and I were happy for 20 years. Then we met." #define PEON_MESSAGE "The king himself created his own worst enemy, just as tyrants everywhere do!" // Keep all classes clearly separated from other sections of code namespace Monarchy { // Define a basic class where a person has a label and something they want to say class Person { private: char *szMessage; char *szLabel; public: // Allow a person to deliver their message void DeliverMessage() { printf("A now a message from %s: %s\n", this->szLabel, this->szMessage); } // A person needs to be initialized with a label and a message Person(char*label, char *msg) { this->szLabel = label; this->szMessage = msg; } }; // The King is a person (and thus inherits from it) class King : public Person { public: // The king has the same label, but his message might change according to the political winds King(char *msg) : Person("the king", msg) { } // Here, the function is being overridden... void DeliverMessage() { // .. but the base class's DeliverMessage is still being called, in addition to the tag line Person::DeliverMessage(); printf("The King has spoken!\n\n"); } }; // A peon is a person (and thus inherits from it) class Peon : public Person { public: // A peon has the same label but his message might change according to his or her attitude toward the king Peon(char *msg) : Person("a peon", msg) { } // Like above, deliver the message, but always provide a common tag line void DeliverMessage() { Person::DeliverMessage(); printf("... but don't mind me!\n\n"); } }; // A jester is a person (and thus inherits from it) class Jester : public Person { public: // A peon has the same label but his message might change if the king is sick of his jokes Jester(char *msg) : Person("the court jester", msg) { } // Might as well call him Fozzie ;) void DeliverMessage() { Person::DeliverMessage(); printf("Wocka wocka wocka!\n\n"); } }; } // Main program entry point int main() { // Initialize some monarchy objects Monarchy::King TheKing(KING_MESSAGE); Monarchy::Jester Borat(JESTER_MESSAGE); Monarchy::Peon Bruno(PEON_MESSAGE); // Let them deliver their messages TheKing.DeliverMessage(); Borat.DeliverMessage(); Bruno.DeliverMessage(); // Wait for user input system("pause"); return 0; }
Output (both structures)
And now a message from the king: Read my lips: No new taxes The King has spoken! And now a message from the court jester: My wife and I were happy for 20 years. Then we met. Wocka wocka wocka! And now a message from a peon: The king himself created his own worst enemy, just as tyrants everywhere do! ... but don't mind me! Press any key to continue . . .
See also
- Imperative programming at Wikipedia
- Functional programming at Wikipedia
- Programming paradigm at Wikipedia
- Class-based programming at Wikipedia
- Prototype-based programming at Wikipedia
References
<references/>
Further reading
- Freeman, Eric, Elisabeth Freeman, Kathy Sierra, and Bert Bates. Head First Design Patterns. Sebastopol, CA: O'Reilly, 2004. Print.
- Liberty, Jesse. Sams Teach Yourself C++ in 24 Hours. Indianapolis, IN: Sams, 2002. Print.
- Microsoft Visual C++ Language Reference. Redmond, WA: Microsoft, 1997. Print.
- Weiss, Mark Allen. Data Structures & Algorithm Analysis in Java. Reading, MA: Addison-Wesley, 1999. Print.