Week 12 Game Programming
Week 12 Game Programming
Learning Outcomes:
At the end of this session, you will be able to:
Understand object oriented programming (OOP)
Identify different structures of object oriented programming
Understand the main principles of object oriented programming
LET’S START:
Object-oriented programming (OOP) is a computer programming model that organizes software design around data,
or objects, rather than functions and logic. An object can be defined as a data field that has unique attributes and
behavior.
OOP focuses on the objects that developers want to manipulate rather than the logic required to manipulate them.
This approach to programming is well-suited for programs that are large, complex and actively updated or
maintained. This includes programs for manufacturing and design, as well as mobile applications; for example, OOP
can be used for manufacturing system simulation software.
The organization of an object-oriented program also makes the method beneficial to collaborative development,
where projects are divided into groups. Additional benefits of OOP include code reusability, scalability and
efficiency.
The first step in OOP is to collect all of the objects a programmer wants to manipulate and identify how they relate to
each other -- an exercise known as data modeling.
Examples of an object can range from physical entities, such as a human being who is described by properties like
name and address, to small computer programs, such as widgets.
Once an object is known, it is labeled with a class of objects that defines the kind of data it contains and any logic
sequences that can manipulate it. Each distinct logic sequence is known as a method. Objects can communicate with
well-defined interfaces called messages.
Classes are user-defined data types that act as the blueprint for individual objects, attributes and methods.
Objects are instances of a class created with specifically defined data. Objects can correspond to real-world
objects or an abstract entity. When class is defined initially, the description is the only object that is defined.
Methods are functions that are defined inside a class that describe the behaviors of an object. Each method
contained in class definitions starts with a reference to an instance object. Additionally, the subroutines
contained in an object are called instance methods. Programmers use methods for reusability or keeping
functionality encapsulated inside one object at a time.
Attributes are defined in the class template and represent the state of an object. Objects will have data stored
in the attributes field. Class attributes belong to the class itself.
Encapsulation. This principle states that all important information is contained inside an object and only
select information is exposed. The implementation and state of each object are privately held inside a defined
class. Other objects do not have access to this class or the authority to make changes. They are only able to
call a list of public functions or methods. This characteristic of data hiding provides greater program security
and avoids unintended data corruption.
Abstraction. Objects only reveal internal mechanisms that are relevant for the use of other objects, hiding any
unnecessary implementation code. The derived class can have its functionality extended. This concept can
help developers more easily make additional changes or additions over time.
Inheritance. Classes can reuse code from other classes. Relationships and subclasses between objects can be
assigned, enabling developers to reuse common logic while still maintaining a unique hierarchy. This property
of OOP forces a more thorough data analysis, reduces development time and ensures a higher level of
accuracy.
Polymorphism. Objects are designed to share behaviors and they can take on more than one form. The
program will determine which meaning or usage is necessary for each execution of that object from a parent
class, reducing the need to duplicate code. A child class is then created, which extends the functionality of the
parent class. Polymorphism allows different types of objects to pass through the same interface.
Criticism of OOP
The object-oriented programming model has been criticized by developers for multiple reasons. The largest concern is
that OOP overemphasizes the data component of software development and does not focus enough on computation or
algorithms. Additionally, OOP code may be more complicated to write and take longer to compile.