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Object (computer science)
View on WikipediaIn software development, an object is an entity semantic that has state, behavior, and identity. [1][2][3][4] An object can model some part of reality or can be an invention of the design process whose collaborations with other such objects serve as the mechanisms that provide some higher-level behavior. Put another way, an object represents an individual, identifiable item, unit, or entity, either real or abstract, with a well-defined role in the problem domain.[1]: 76
A programming language can be classified based on its support for objects. A language that provides an encapsulation construct for state, behavior, and identity is classified as object-based. If the language also provides polymorphism and inheritance it is classified as object-oriented.[5] A language that supports creating an object from a class is classified as class-based. A language that supports object creation via a template object is classified as prototype-based.
The concept of object is used in many different software contexts, including:
- Possibly the most common use is in-memory objects in a computer program written in an object-based language.
- Information systems can be modeled with objects representing their components and interfaces.[1]: 39
- In the relational model of database management, aspects such as table and column may act as objects.[6]
- Objects of a distributed computing system tend to be larger grained, longer lasting, and more service-oriented than programming objects.
In purely object-oriented programming languages, such as Java and C#, all classes might be part of an inheritance tree such that the root class is Object, meaning all objects instances of Object or implicitly extend Object.
See also
[edit]- Attribute (object-oriented programming)
- Business object
- Class (computer programming)
- Class-based programming
- Data transfer object
- Declaration (computer programming)
- Distributed object
- Instance (computer science)
- Metaobject
- Method (computer programming)
- Object-capability model
- Object composition
- Object copying
- Object lifetime
- Object-based language
- Object-oriented programming
- Pointer (computer programming)
- Reference (computer science)
- Semantics (logic)
- Value object
References
[edit]- ^ a b c Grady Booch; Robert Maksimchuk; Michael Engle; Bobbi Young; Jim Conallen; Kelli Houston (April 30, 2007). Object-Oriented Analysis and Design with Applications (3 ed.). Addison-Wesley Professional. ISBN 978-0201895513.
- ^ http://www.literateprogramming.com/quantumoo.pdf
- ^ https://dl.acm.org/doi/pdf/10.1145/103162.103165
- ^ https://dl.acm.org/doi/pdf/10.1145/38807.38823
- ^ https://www.eng.uwo.ca/electrical/faculty/capretz_l/docs/publications/ACM-SIGSOFT-v2.pdf
- ^ Oppel, Andy (2005). SQL Demystified. McGraw Hill. p. 7. ISBN 0-07-226224-9.
External links
[edit]- What Is an Object? from The Java Tutorials
Object (computer science)
View on GrokipediaDefinition
Core Elements
In computer science, an object is defined as an active entity that combines internal state—consisting of data attributes or properties—and behavior, implemented through procedures or methods that operate on that state.[7][8] This dual nature positions the object as a fundamental building block in programming paradigms that emphasize modularity and abstraction.[9] Objects function as runtime entities, existing during program execution and encapsulating both mutable data, which can change over time, and the associated operations that manipulate this data in a controlled manner.[9] By bundling these elements, objects promote data hiding and localized control, reducing complexity in software design.[8] This encapsulation ensures that an object's internal workings are accessible only through defined interfaces, such as method calls, fostering reusability and maintainability.[7] A key concept is that objects model either real-world entities, like physical devices or organisms, or abstract concepts, such as mathematical structures or processes, thereby enabling developers to organize code modularly around these representations.[10] For instance, a "Car" object might encapsulate state through attributes likespeed (an integer representing current velocity) and color (a string denoting its appearance), while providing behavior via methods such as accelerate() to modify the speed. Objects are typically created as instances from classes, which serve as blueprints specifying the attributes and methods.[9]
Distinction from Data Structures
In computer science, data structures such as arrays and linked lists primarily serve as passive containers for organizing and storing data to facilitate efficient access and manipulation, without inherently bundling associated behaviors or operations.[11] In contrast, objects in object-oriented programming integrate both data (attributes) and procedures (methods) into a cohesive unit, enabling active entities that encapsulate state and behavior for more dynamic interactions.[12] A fundamental distinction lies in the support for advanced mechanisms like polymorphism and inheritance, which allow objects to exhibit flexible behaviors and hierarchical relationships, features not present in basic data structures that rely on fixed representations and external functions.[13] For instance, astruct in C organizes data fields like coordinates in a point but requires separate procedural functions for operations such as distance calculation, whereas a Java class for a Point object seamlessly combines fields (e.g., x and y) with methods like distanceTo(otherPoint), promoting localized and reusable code.[14]
This integration fosters abstraction layers that model real-world entities more naturally, thereby reducing complexity in large-scale systems by promoting modularity and reuse over fragmented procedural approaches. Such abstraction also enhances encapsulation, allowing internal details to remain hidden while exposing only necessary interfaces.[12]
Characteristics
Encapsulation
Encapsulation is a fundamental principle in object-oriented programming that involves bundling data attributes and the methods that operate on them into a single unit, known as an object, while restricting direct access to the internal state to protect it from unauthorized or inadvertent modification.[15] This approach, often referred to as information hiding, ensures that the object's internal implementation details are concealed, exposing only a well-defined public interface through which interactions occur. By doing so, encapsulation maintains the integrity of the object's data and promotes a clear separation between what an object does and how it achieves its functionality.[16] The primary mechanisms for achieving encapsulation include access control modifiers, such as public, private, and protected, which dictate the visibility and accessibility of class members across different scopes in a program.[17] For instance, private attributes can only be accessed within the class itself, forcing external code to interact via public methods like getters and setters, thereby preventing direct manipulation and enforcing validation rules. These mechanisms enable developers to enforce invariants on the object's state, such as ensuring a numerical value remains non-negative, without exposing the underlying logic to clients.[18] Encapsulation offers several key benefits, including enhanced modularity by allowing components to be developed and tested independently, reduced coupling between objects since changes to internal details do not propagate to dependent code, and simplified maintenance as modifications can be localized without widespread refactoring.[16] It also improves code reusability and security by shielding sensitive data from external interference, making systems more robust and easier to evolve over time.[19] This principle briefly enables higher-level abstraction by focusing interactions on essential behaviors rather than implementation specifics. A practical example of encapsulation appears in Python, where attributes prefixed with a single underscore, such as_balance in a BankAccount class, signal that they are intended to be private and not accessed directly from outside the class, though Python's naming convention relies on developer discipline rather than strict enforcement.[20]
class BankAccount:
def __init__(self, initial_balance=0):
self._balance = initial_balance # Private attribute
def deposit(self, amount):
if amount > 0:
self._balance += amount
def get_balance(self):
return self._balance
class BankAccount:
def __init__(self, initial_balance=0):
self._balance = initial_balance # Private attribute
def deposit(self, amount):
if amount > 0:
self._balance += amount
def get_balance(self):
return self._balance
_balance attribute is bundled with methods like deposit and get_balance, ensuring that balance updates occur only through controlled interfaces to maintain data integrity.[21]
Identity and State
In object-oriented programming, an object's identity is defined as a unique, unchanging reference that distinguishes it from all other objects, typically represented by a memory address or an opaque handle provided by the runtime system.[22] This identity persists throughout the object's lifetime, independent of any modifications to its internal data. In contrast, the object's state encompasses the current values of its attributes, fields, or properties, which encapsulate the descriptive information defining the object's condition at any given time.[8] A fundamental principle is that changes to an object's state do not affect its identity, enabling consistent tracking and reference to the same entity across mutations.[23] This separation ensures that operations like assignment or passing by reference maintain the object's uniqueness, even as its attributes evolve through method invocations or external interactions. This distinction has key implications for object semantics. It supports distinct forms of equality checks: identity equality, which verifies if two references point to the same object (e.g., using the== operator in languages like Java), versus value equality, which compares the contents of the state (e.g., via an overridden equals method). Additionally, object identity underpins garbage collection mechanisms by allowing the runtime to trace reachable objects through reference graphs, reclaiming those without live references.[24]
For instance, consider two BankAccount objects in a system like Java, both initialized with a balance attribute of $1000. Although their states appear identical in terms of balance value, they possess distinct identities and are treated as separate entities, preventing unintended sharing unless explicitly aliased. Encapsulation further reinforces this by restricting direct state modifications while identity remains accessible via references.[25]
Role in Programming Paradigms
In Object-Oriented Programming
In object-oriented programming (OOP), objects serve as the fundamental units, acting as runtime instances of classes that encapsulate both data and behavior to model real-world or abstract entities.[26] These instances embody the four core pillars of OOP—encapsulation, inheritance, polymorphism, and abstraction—which enable modular, reusable, and extensible code structures.[27] Encapsulation bundles an object's internal state (data) and methods (operations) together, hiding implementation details from external access to maintain integrity and promote information hiding.[28] Inheritance allows objects to derive properties and behaviors from parent classes, fostering hierarchical relationships that avoid code duplication while enabling specialization.[27] Polymorphism permits objects of different classes to be treated uniformly through a common interface, with method resolution occurring at runtime based on the actual object type.[27] Abstraction focuses on essential features by defining classes that expose only relevant behaviors via public methods, concealing unnecessary complexities.[27] The instantiation process creates an object from its class blueprint, typically invoking a constructor—a special method that initializes the object's state with default or provided values.[29] Constructors are automatically called upon object creation, ensuring proper setup of instance variables before the object is usable, and they can be parameterized to accept initial data.[29] This mechanism supports the pillars by establishing encapsulated state from the outset, with the object's identity distinguishing it from others even if states are similar. Objects interact primarily through message passing, where one object sends a request (message) to another to invoke a method, promoting loose coupling and dynamic behavior as envisioned in early OOP designs.[30] This communication model aligns with polymorphism and abstraction, allowing senders to remain agnostic about receivers' internal implementations while leveraging inheritance for compatible interfaces.[28] A representative example in C++ illustrates these concepts: consider aPoint class representing a 2D coordinate, with private integer members x_ and y_ for encapsulation, a constructor for instantiation, and methods like SetLocation for state modification via message passing.
class Point {
public:
Point(const int x, const int y); // Constructor for instantiation
void SetLocation(const int x, const int y); // Method invoked via message passing
private:
int x_; // Encapsulated state
int y_; // Encapsulated state
};
// Implementation
Point::Point(const int x, const int y) {
x_ = x;
y_ = y;
}
void Point::SetLocation(const int x, const int y) {
x_ = x;
y_ = y;
}
// Usage: Instantiation and interaction
Point p(3, 4); // Creates object instance
p.SetLocation(5, 6); // Message passing to modify state
class Point {
public:
Point(const int x, const int y); // Constructor for instantiation
void SetLocation(const int x, const int y); // Method invoked via message passing
private:
int x_; // Encapsulated state
int y_; // Encapsulated state
};
// Implementation
Point::Point(const int x, const int y) {
x_ = x;
y_ = y;
}
void Point::SetLocation(const int x, const int y) {
x_ = x;
y_ = y;
}
// Usage: Instantiation and interaction
Point p(3, 4); // Creates object instance
p.SetLocation(5, 6); // Message passing to modify state
p inherits no explicit parent here but could extend a base Shape class for polymorphism, with the constructor ensuring initial abstraction of coordinates.[31]
In Other Paradigms
In functional programming, objects are typically represented as immutable data structures, such as records, paired with pure functions that operate on them without side effects. In languages like Haskell, records are defined using algebraic data types with labeled fields, allowing for structured, immutable data representation. For example, a record might be declared asdata Person = Person { name :: [String](/page/String), age :: Int }, where the data cannot be modified in place; instead, any "update" creates a new record, such as person { age = 31 }. Associated pure functions, like getAge :: Person -> Int, provide behavior without altering state, ensuring referential transparency and enabling composability. This approach contrasts with mutable objects by emphasizing immutability to avoid concurrency issues and simplify reasoning about code.[32]
In procedural programming, object-like behavior can be approximated using structs combined with function pointers, a technique common in early C practices to emulate encapsulation and methods without native object-oriented support. A struct holds the data state, while an array or set of function pointers within or alongside it simulates methods that operate on that state. For instance, a Shape struct might include fields for coordinates and a function pointer array for operations like draw or area, initialized via a constructor-like function: void initShape(Shape* s, double x, double y) { s->draw = drawCircle; }. This allows polymorphic-like dispatch by swapping function pointers at runtime, though it lacks automatic inheritance and requires manual memory management. Such patterns were used in systems programming to organize code modularly before dedicated OOP languages emerged.
Hybrid paradigms, particularly the actor model in concurrent systems, treat objects as independent, autonomous units that encapsulate state and behavior through asynchronous message passing. Introduced as a foundational model for concurrent computation, actors function as computational entities that receive messages, process them internally (potentially creating new actors or sending further messages), and maintain private state invisible to others. In this setup, each actor acts like an object with encapsulated data and methods, but concurrency is handled via isolated execution rather than shared memory, avoiding race conditions. Languages like Erlang and Akka implement this model, where actors provide object-oriented features in distributed environments without traditional OOP hierarchies.[33]
Across these paradigms, core object concepts like encapsulation—bundling data and operations while hiding internal details—persist to promote modularity and abstraction, even as features such as inheritance and full polymorphism are absent or limited. In functional and procedural contexts, encapsulation relies on language mechanisms like modules, closures, or opaque types rather than classes, allowing data protection without mutable references or subtype relationships. This selective adoption highlights how object principles adapt to emphasize immutability, procedural organization, or concurrency isolation over comprehensive OOP mechanics.[34]
Implementation Aspects
Memory Representation
In many object-oriented languages, such as Java, objects are dynamically allocated in a dedicated region of memory known as the heap, which allows their lifetime to extend beyond the scope of the allocating function or method, while in others like C++, they can also be allocated on the stack. This allocation occurs at runtime using operators such asnew in languages like C++ and Java, ensuring that objects can be created as needed during program execution. References to heap-allocated objects are typically managed via pointers or handles, which store the memory address of the object and enable indirect access without exposing the underlying storage details to the programmer.[35][36]
The internal structure of an object in memory combines its state and behavioral metadata to support core OOP features like encapsulation and polymorphism. Data fields, representing the object's instance variables, are laid out contiguously following an object header that includes essential runtime information. For polymorphism, many implementations incorporate a virtual table (vtable), a shared array of function pointers for overridden methods, with each object containing a virtual pointer (vptr) referencing its class's vtable; this enables dynamic method dispatch at runtime. The exact layout, including padding for alignment and optimization of sub-objects in inheritance hierarchies, adheres to language-specific application binary interfaces (ABIs) to ensure compatibility and efficiency.[37][36]
Object lifetime management governs allocation, usage, and deallocation to prevent memory leaks and ensure resource availability. Creation initializes the object on the heap and sets up its initial state, while destruction reclaims the memory; this can occur explicitly through deallocation calls like delete in manual systems or automatically in others. Garbage collection (GC) is a prevalent automatic approach where the runtime identifies and frees unreferenced objects through tracing or marking phases, avoiding manual intervention. Alternatively, reference counting maintains a tally of incoming references to each object, decrementing the count on reference release and deallocating when it reaches zero, though it requires careful handling of cycles to avoid leaks. The identity of an object is intrinsically linked to its distinct memory address, distinguishing it from copies or equivalents.[35][38][39]
In Java, objects are exclusively allocated on the heap within the Java Virtual Machine (JVM), where the garbage collector automatically manages their lifetime by reclaiming memory from objects no longer reachable from active references, eliminating the need for explicit deallocation and reducing common errors like dangling pointers.[35][38]
Language-Specific Features
Programming languages exhibit significant variations in how they support and implement objects, ranging from class-based blueprints to prototype delegation and specialized mechanisms for polymorphism. These differences influence syntax, inheritance models, and runtime behavior, allowing developers to model entities in ways tailored to the language's paradigm. Class-based languages like Simula and Java require explicit class definitions to create objects, serving as templates that bundle data and methods. In Simula, objects are instantiated as self-contained block instances from class declarations, which specify local data attributes and associated actions, enabling modular simulation of complex systems. Java extends this approach, where classes act as blueprints for objects; each object is created via a constructor that initializes instance variables (state) and provides methods (behavior), ensuring type safety and encapsulation through access modifiers. All non-primitive types in Java inherit from the rootObject class, unifying object handling across the hierarchy.
In prototype-based languages, such as JavaScript before the introduction of ES6 classes, objects inherit properties and methods directly from prototype objects rather than classes, promoting flexibility and dynamic modification. Pre-ES6 JavaScript relies on an internal prototype chain, where each object links to a prototype (often set via a constructor's prototype property), and property access traverses this chain for resolution; for instance, creating an object with new Constructor() delegates lookups to the constructor's prototype, simulating inheritance without rigid class structures.
Smalltalk, originating in the 1970s, pioneered a pure object-oriented model where everything—from primitives like integers to classes and the execution environment—is treated as an object, with interactions occurring exclusively through message passing to invoke methods. This uniform treatment fosters a highly dynamic and extensible system.
Certain languages incorporate advanced features to enhance object capabilities. C++ permits multiple inheritance, enabling a derived class to inherit members from multiple base classes simultaneously, such as combining traits from unrelated hierarchies; however, to avoid ambiguities in shared base classes (e.g., the diamond problem), virtual inheritance ensures a single instance of the common base. Go, conversely, uses interfaces to achieve object polymorphism without inheritance hierarchies; an interface defines a set of method signatures, and any type (struct or otherwise) implicitly implements it by providing those methods, allowing diverse objects to be used interchangeably based on behavioral compatibility.
