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of the interface, i.e., the method parameters and the return values. Even if the creator of the class decides to make a change internally, the interface will remain effective. This encapsulation means reliable operation, even as things change. Another very big idea supported by OO programming languages is inheritance. Many times a new programming effort is, the same as the last effort, but different ... When that is the case, it s helpful to take advantage of the earlier code by creating a new class that inherits from the old, and simply adds the new features. For instance, if a program requires a limousine object, the limousine class might be designed as a subclass of automobile. A limousine might have additional instance variables, or attributes, related to cost, beverages on board, schedule, etc. Otherwise, the limousine class could take advantage of the color, horsepower, and speed attributes already defined for automobiles. A limousine could also share the behavior of automobiles via the changeSpeed, park, and other methods already defined. In describing inheritance, computer scientists say that the relationship between a subclass and a superior class constitutes an is-a relationship. The subclass is also an instance of the superior class. The limousine is also an automobile. Inheritance allows one class to take advantage of the attributes and behavior of another. Often the design of an OO programming project is focused in large part on the class hierarchy (the set of classes to be written), and the relationships via inheritance of the classes to one another. A well-defined class hierarchy can substantially increase code reuse (decrease the code required), and improve reliability through reduced redundancy or duplication. Related to inheritance is the concept of polymorphism. Polymorphism means, taking many forms. In OO programming, polymorphism means that the execution of a method of a given name may be different depending on the class of the object for which the method is invoked. For instance, suppose that instances of both the automobile class and the limousine class must be parked from time to time. However, parking a limousine may require a different behavior; in particular, a limousine will require a much bigger parking space. Therefore, the park() method of the limousine class will seek a space of a different size than the park() method of the automobile class. Suppose that the object vehicle can sometimes be an automobile, and sometimes be a limousine. When vehicle must be parked, the program will invoke the park() method on the particular car or limousine (e.g., vehicle.park()). The programmer doesn t have to worry about whether vehicle is an automobile or a limousine. If the instance is an automobile, the automobile method will be invoked; if the instance is a limousine, the limousine method will be invoked. The method appears to be the same for both types of object, but the execution differs depending on the class to which the object belongs. The park() method takes different forms. Polymorphism allows programmers to think about their programs in natural ways. For instance, lawnmowers, cars, boats, and diesel trucks all must be started, but the means of starting the different machines can be very different. Suppose that each type is a subclass of vehicle. Rather than write a differently named procedure for each activity, the class designer simply implements different start() methods in the different classes, as appropriate. Then the user of the classes can naturally invoke the start() method of the lawnmower object and the start() method of the automobile object, without confusion and without complexity of naming. If the object being started is a lawnmower, starting may involve pulling a rope; if it is an automobile, starting will involve turning a key. Variables such as color, horsepower, and speed, which comprise elements of the state of an individual object, are called instance variables. Likewise, methods such as changeSpeed() and park(), which affect the state of an individual object, are called instance methods. If the designer declares such instance variables and methods to be public, other programs and objects can access them. On the other hand, the designer can also give a class private instance variables and methods, and such private members enable the encapsulation virtue of OO programming. Private variables and methods are not even visible outside the object. In addition to instance variables and methods, classes can have static variables and static methods. Whereas instance members (variables and methods) are associated with individual objects, static members are associated with a class as a whole. Suppose, for example, that the class automobile includes a static variable called countOfCars. Each time an automobile is created, the static variable countOfCars gets incremented. The count, because it is a static variable, is associated with the class, not with any individual automobile. Assuming the static variable countOfCars is public, any object can discover the number of automobiles created so
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