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Key Features of Object-Oriented Programming

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In today’s software development environment, Object-Oriented Programming (OOP) is a highly significant methodology. This strategy assists developers in managing intricate software systems. Object-oriented programming represents actual objects and connections, making the code easier to write and maintain.

 

This blog will discuss important aspects of Object-Oriented Programming and how they affect software engineering. If you are a beginner in programming or want to enhance your knowledge, this blog will offer a clear understanding of Object-Oriented Programming principles. 

What is Object Oriented Programming?

Object-oriented programming (OOP) is a programming approach that centres on the utilisation of objects for creating and developing applications. An object consists of both data and methods that are used to manipulate the data.

 

Classes and objects are the fundamental components of object-oriented programming. A class outlines the structure of objects, with properties to hold information and functions to manipulate it. Instances of classes that represent specific elements with known behaviours and properties are called objects.

 

OOP includes several key features:

 

  • Encapsulation
  • Abstraction
  • Polymorphism
  • Inheritance
  • Dynamic binding
  • Message Passing
  • Constructors and destructors.

 

These features enable developers to create modular, flexible, and scalable code. Encapsulation hides the internal state of objects, while abstraction simplifies complex systems by modelling essential aspects only.

 

By using OOP, developers can create more organised and maintainable code. It supports code reuse through inheritance and polymorphism, enhancing productivity and reducing redundancy. This results in efficient and reliable software development.

 

Also Read: OOPs Concepts in Python with Examples

Building Blocks of OOP

Object-Oriented Programming relies on several core concepts to structure code. These concepts, or building blocks, include classes, objects, methods, and attributes. Each serves a specific role in defining how data is organised and manipulated within a program.

 

By understanding these components, developers can create clear, efficient, and reusable code. Let’s explore each building block in detail, along with real-world examples and C++ syntax.

Classes

A class serves as a template for generating instances. It specifies the characteristics and functions that will be possessed by objects generated from the class. Consider a class to be a blueprint that defines the characteristics and actions of objects. Classes in software development aid in organising code by aggregating related properties and functions. This simplifies the management and comprehension of the code.

 

Example: Imagine a class called Car. This class might have attributes like make, model, and year, and methods like startEngine() and stopEngine(). By defining the Car class, we can create multiple car objects, each with its own set of properties but sharing the same methods.

class Car { public: string make; string model; int year;  void startEngine() { cout << "Engine started" << endl; }  void stopEngine() { cout << "Engine stopped" << endl; } };

Objects

An object is an instance of a class. When you create an object, you bring the blueprint of the class to life with specific values for its attributes. Objects represent real-world entities within your program and can interact with each other to perform complex tasks. In software development, using objects helps encapsulate data and behaviour, making programs more modular and easier to maintain.

 

Example: Using the Car class, we can create an object called myCar with specific details like make = “Toyota”, model = “Corolla”, and year = 2020. This object can then call methods like startEngine() to perform actions.

Car myCar; // Object of class myCar.make = "Toyota"; // Initialization myCar.model = "Corolla"; myCar.year = 2020;  myCar.startEngine(); // Output: Engine started myCar.stopEngine();  // Output: Engine stopped

Methods

Methods, found inside a class, specify the actions or behaviours an object is capable of carrying out. They work with the data within the object, altering its state or carrying out tasks with its attributes.

 

Example: In the Car class, methods like startEngine() and stopEngine() define actions that any car object can perform. These methods allow car objects to interact with the program and other objects.

void startEngine() { cout << "Engine started" << endl; }  void stopEngine() { cout << "Engine stopped" << endl; }

Attributes

Attributes, also called properties or fields, are variables which are defined in a class to store data. Every instance of the class possesses its own set of attributes, enabling objects to preserve their individual state. Attributes play a crucial role in distinguishing an object and enabling it to retain data by outlining its specific characteristics.

 

Example: For the Car class, attributes like make, model, and year store the specific details of each car object. These attributes help differentiate one car object from another and hold essential data for the car’s functionality.

class Car { public: string make; string model; int year; };

By understanding these building blocks, you can effectively use Object-Oriented Programming to create organised, modular, and reusable code.

 

Also Read: OOPS Concepts in Java

Top Features of OOPS

Object-Oriented Programming (OOP) offers several key features that make it a powerful tool for software development. These features help in creating flexible, reusable, and maintainable code.

Encapsulation

Encapsulation is the process of bundling data (attributes) and methods (functions) that operate on the data into a single unit called a class. It restricts direct access to some of an object’s components, meaning the internal state of an object cannot be accessed directly from outside the object’s class. This is achieved using access modifiers like private, protected, and public. Encapsulation helps protect the integrity of the data by preventing unintended or harmful modifications.

 

Example: Consider a BankAccount class that has private attributes like balance and accountNumber. The class provides public methods like deposit() and withdraw() to interact with these private attributes. This ensures that the balance can only be modified through the defined methods, preserving data integrity.

class BankAccount { private: double balance; string accountNumber;  public: BankAccount(string accNum, double initialBalance) { accountNumber = accNum; balance = initialBalance; }  void deposit(double amount) { balance += amount; }  void withdraw(double amount) { if (amount <= balance) { balance -= amount; } else { cout << "Insufficient funds" << endl; } }  double getBalance() { return balance; } };

Abstraction

Abstraction involves hiding the complex implementation details of a system and exposing only the essential features to the user. Abstraction provides an overview which reduces complexity by allowing interaction through a simplified interface without knowing how it works internally.

 

Example: Imagine a Shape class with an abstract method draw(). Different shapes like Circle and Rectangle inherit from the Shape class and provide their specific implementations of the draw() method. This way, the user can work with a variety of shapes without worrying about their internal implementation.

class Shape { public: virtual void draw() = 0; // Pure virtual function };  class Circle : public Shape { public: void draw() override { cout << "Drawing Circle" << endl; } };  class Rectangle : public Shape { public: void draw() override { cout << "Drawing Rectangle" << endl; } };

Polymorphism

Polymorphism allows objects of different classes to be treated as objects of a common base class. It enables a single function or method to work in different ways based on the object it is acting upon. Polymorphism can be achieved through method overriding (runtime polymorphism) and method overloading (compile-time polymorphism). This feature enhances flexibility and integration in the code.

 

Example: Using the previous example of the Shape class, we can create a function that takes a Shape pointer and calls the draw() method. Regardless of whether the shape is a Circle or a Rectangle, the correct draw() method will be called, demonstrating polymorphism.

void drawShape(Shape* shape) { shape->draw(); }  int main() { Circle circle; Rectangle rectangle;  drawShape(&circle);    // Output: Drawing Circle drawShape(&rectangle); // Output: Drawing Rectangle  return 0; }

Inheritance

Inheritance is a feature of OOP that allows a new class, known as a derived or child class, to inherit attributes and methods from an existing class, called the base or parent class. This promotes code reusability and establishes a natural hierarchy between classes. By inheriting from a parent class, the child class can extend or override its behaviour, allowing for more specific implementations.

 

Example: Consider a base class Animal with attributes and methods common to all animals. A derived class Dog can inherit from an Animal and add attributes and methods specific to dogs.

class Animal { public: void eat() { cout << "Eating" << endl; } };  class Dog : public Animal { public: void bark() { cout << "Barking" << endl; } };

Dynamic Binding

Dynamic binding, also known as late binding, is where the system waits until runtime to determine which particular implementation of a method should be used. In other words, the exact version of the function being called gets decided during program execution based on what kind of object it’s acting upon.

 

Example: Using the Shape class example, when a Shape pointer is used to call the draw() method on different derived class objects, dynamic binding ensures that the appropriate draw() method is called at runtime.

void drawShape(Shape* shape) { shape->draw(); }

Message Passing

Message passing is a key concept in object-oriented programming. Objects interact by sending messages to one another; these messages are implemented as method calls. By doing this, we can make sure that objects collaborate together effectively within our program structure while still maintaining their own state and behaviour independently from others.

 

Example: Consider two classes, Sender and Receiver. The Sender class can send a message to the Receiver class by calling its method.

class Receiver { public: void receiveMessage(string message) { cout << "Message received: " << message << endl; } };  class Sender { public: void sendMessage(Receiver& receiver, string message) { receiver.receiveMessage(message); } };  int main() { Receiver receiver; Sender sender; sender.sendMessage(receiver, "Hello, World!"); // Output: Message received: Hello, World!  return 0; }

Constructors and Destructors

Constructors and destructors are special methods in a class. A constructor is called when an object of the class is created, initialising the object’s attributes. A destructor is called when an object is destroyed, allowing for cleanup and resource release. These methods ensure proper setup and teardown of objects.

 

Example: Consider a Person class with a constructor to initialise the name and a destructor to display a message when the object is destroyed.

class Person { private: string name;  public: // Constructor Person(string personName) { name = personName; cout << "Person created: " << name << endl; }  // Destructor ~Person() { cout << "Person destroyed: " << name << endl; } };  int main() { Person person("John"); // Output: Person created: John // When the object goes out of scope, the destructor is called return 0;              // Output: Person destroyed: }
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Benefits of OOP in Software Engineering

Object-Oriented Programming (OOP) has several important advantages in software development:

  • Modularity: It enables breaking down complex systems into manageable modules so that code becomes more comprehensible and maintainable.
  • Reusability: It allows reusing existing classes in new projects, which reduces redundancy during development and saves time.
  • Scalability: New functionalities can be added without affecting working ones, hence support for the growth of software systems over time.
  • Maintainability: It makes modification or extension easier by encapsulating and abstracting codes, thus improving its maintenance in general terms.
  • Flexibility: Dynamic binding and polymorphism allow the writing of flexible or extendible codes, leading to flexibility.
  • Productivity: Faster development with fewer mistakes can be achieved by using predefined classes and objects, hence increasing productivity

Also Read: OOPs Concept in C++

Final Thoughts

Object-Oriented Programming (OOP) serves as a foundation for creating software. The primary attributes such as encapsulation, abstraction, polymorphism and inheritance ensure the development of code that is clean, efficient, and easily maintainable. Due to these factors, Object-Oriented Programming (OOP) is a significant strategy within modern software development, offering benefits such as modularity, reusability, scalability, maintainability, flexibility, and increased productivity. These guidelines can assist developers in creating flexible, top-notch software solutions.

FAQs
The key concepts include encapsulation, abstraction, inheritance, and polymorphism.
The full form of OOP is Object-Oriented Programming.
A class is used for creating objects with defined attributes and methods.
An object represents a particular entity with specified attributes and methods.
Encapsulation restricts direct access to certain components by bundling data together into one unit. You can access the restricted data using class methods.

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