A Brief History of Object-Oriented Programming

SIMULA was the first object language. As its name suggests it was used to create simulations. Alan Kay, who was at the University of Utah at the time, liked what he saw in the SIMULA language. He had a vision of a personal computer that would provide graphics-oriented applications and he felt that a language like SIMULA would provide a good way for non-specialists to create these applications. He sold his vision to Xerox Parc and in the early 1970s, a team headed by Alan Kay at Xerox Parc created the first personal computer called the Dynabook. Smalltalk was the object-oriented language developed for programming the Dynabook. It was a simulation and graphics-oriented programming language. Smalltalk exists to this day although it is not widely used commercially.

The idea of object-oriented programming gained momentum in the 1970s and in the early 1980s Bjorn Stroustrup integrated object-oriented programming into the C language. The resulting language was called C++ and it became the first object-oriented language to be widely used commercially.

In the early 1990s a group at Sun led by James Gosling developed a simpler version of C++ called Java that was meant to be a programming language for video-on-demand applications. This project was going nowhere until the group re-oriented its focus and marketed Java as a language for programming Internet applications. The language has gained widespread popularity as the Internet has boomed, although its market penetration has been limited by its inefficiency.


Object-oriented programming is first and foremost about objects. Initially object-oriented languages were geared toward modeling real world objects so the objects in a program corresponded to real world objects. Examples might include:

  1. Simulations of a factory floor--objects represent machines and raw materials

  2. Simulations of a planetary system--objects represent celestial bodies such as planets, stars, asteroids, and gas clouds

  3. A PC desktop--objects represent windows, documents, programs, and folders

  4. An operating system--objects represent system resources such as the CPU, memory, disks, tapes, mice, and other I/O devices

The idea with an object is that it advertises the types of data that it will store and the types of operations that it allow to manipulate that data. However, it hides its implementation from the user. For a real world analogy, think of a radio. The purpose of a radio is to play the program content of radio stations (actually translate broadcast signals into sounds that humans can understand). A radio has various dials that allow you to control functions such as the station you are tuned to, the volume, the tone, the bass, the power, and so on. These dials represent the operations that you can use to manipulate the radio. The implementation of the radio is hidden from you. It could be implemented using vacuum tubes or solid state transistors, or some other technology. The point is you do not need to know. The fact that the implementation is hidden from you allows radio manufacturers to upgrade the technology within radios without requiring you to relearn how to use a radio.

The idea is the same with objects. An object advertises the set of functions it will perform for you but does not reveal its implementation. Think of it as a black box. For example, think of the objects on a desktop. For simplicity think of two types of objects, a document and a program. A document contains data and a program contains executable statements. The desktop needs some functions to manipulate these objects. For example, it needs to be able to copy, cut, and paste these objects. It does not care how these objects are implemented. It just needs them to perform those three functions. Consequently both documents and programs provide functions that allow them to be copied, cut, and pasted.

As another example, consider a stack. A stack provides a set of operations such as push, pop, isempty, and top. If the stack is implemented as an object, its implementation will be hidden from the program. It may be implemented as an array, a queue, or some other data structure. The program does not need to know how the array is implemented. Its only concern is that the stack provide the specified operations and that the operations provide the desired behavior.

The set of operations provided by an object is called its interface. The interface defines both the names of the operations and the behavior of these operations. In essence the interface is a contract between the object and the program that uses it. The object guarantees that it will provide the advertised set of operations and that they will behave in a specified fashion. Any object that adheres to this contract can be used interchangeably by the program. Hence the implementation of an object can be changed without affecting the behavior of a program. For example, we can replace a stack object that is implemented as an array with a stack object that is implemented as a queue without affecting the behavior of the program.


An object is not much good if each one must be custom crafted. For example, radios would not be nearly as prevalent if each one was handcrafted. What is needed is a way to provide a blueprint for an object and a way for a "factory" to use this blueprint to mass produce objects. Classes provide this mechanism in object-oriented programming. A class is a factory that is able to mass produce objects. The programmer provides a class with a blueprint of the desired type of object. A "blueprint" is actually composed of:
  1. A declaration of a set of variables that the object will possess,
  2. A declaration of the set of operations that the object will provide, and
  3. A set of function definitions that implements each of these operations.
The set of variables possessed by each object are called instance variables. The set of operations that the object provides are called methods. For most practical purposes, a method is like a function.

When a program wants a new instance of an object, it asks the appropriate class to create a new object for it. The class allocates memory to hold the object's instance variables and returns the object to the program. Each object knows which class created it so that when an operation is requested for that object, it can look up in the class the function that implements that operation and call that function.


To motivate inheritance, think of a radio alarm clock. A radio alarm clock has all of the functions of a radio plus additional functions to handle the alarm clock. If we adopt the radio's interface for the radio alarm clock, then someone who knows how to operate a radio will also know how to operate the radio portion of the radio alarm clock. Hence, rather than designing the radio alarm clock from scratch, we can extend or inherit the interface defined by the radio. Of course, we can also use the existing implementation for a radio and extend it to handle the alarm clock functions.

In object-oriented programming, Inheritance means the inheritance of another object's interface, and possibly its implementation as well. Inheritance is accomplished by stating that a new class is a subclass of an existing class. The class that is inherited from is called the superclass. The subclass always inherits the superclass's complete interface. It can extend the interface but it cannot delete any operations from the interface. The subclass also inherits the superclass's implementation, or in other words, the functions that implement the superclass's operations. However, the subclass is free to define new functions for these operations. This is called overriding the superclass's implementation. The subclass can selectively pick and choose which functions it overrides. Any functions that are not overridden are inherited.

There is a great deal of debate about how to use inheritance. In particular, the debate swirls about whether inheritance should be used when you want to inherit an interface or whether it should be used when you want to inherit implementation. For example, suppose that you want to define a search object that stores (key, value) pairs and allows values to be looked up by providing their keys. More precisely, let us say that the search object supports the following operations:

Later we decide that we want a new object that allows us to traverse the (key, value) pairs in sorted order. The new object should support the above operations plus two additional operations, rewind that puts us back to the beginning, and next that returns the next (key, value) pair. Since the new object supports all of the operations of the original search object, we can make the new object inherit the original object's interface. This is an example of interface inheritance.

To give an example of implementation inheritance, suppose that we want to implement the original search object using a binary search tree. The binary search tree probably already has an implementation for these three operations but it may not use these names for the operations. If we wanted to inherit the binary tree's implementation, we would make the search object be a subclass of the binary tree. We could then make the insert, delete, and lookup operations call the appropriate binary tree operations. Of course, we could also scrap our proposed interface and use the names of the binary tree interface instead.

Does something seem wrong with this picture? Well, remember that an object is supposed to hide its implementation and that it should be interchangeable with other objects that implement the same interface. We can't very well scrap the interface and use the binary tree's interface because that would tie the interface to the binary tree's interface. So we should hold firm on our originally proposed interface. However, there's another problem. By making the search object inherit from the binary tree, we've also made its implementation dependent on the binary tree.

Hopefully the above example shows why implementation inheritance may not be a good idea. In general I've found that inheritance should be used only when you want to inherit an interface. If it so happens that the implementation you get can be also be used, well and good. There are other ways to re-use implementation and we will discuss those later in the course.

Abstract Data Types

Objects provide an ideal mechanism for implementing abstract data types. An abstract data type is:
  1. A type of data, and
  2. A set of operations for manipulating that data.

Examples of abstract data types include stacks, trees, and hash tables. The reason for the word "abstract" is that an abstract data type defines only the set of operations it supports (i.e., its interface). It does not define an implementation. In order to make the data type concrete one must provide an implementation.

An object is a nice implementation vehicle for abstract data types since the data stored by the object can represent the abstract data type's data and the object's interface can represents the abstract data type's set of operations.

Execution Model

One of the original purposes for object languages was to model applications that have multiple objects that may be operating simultaneously. For example, the machines on a factory floor operate simultaneously. In an operating system the various input devices, such as disks, the keyboard, and the mouse, may be operating simultaneously. In a computer game various players, either human or computer-generated, may be operating simultaneously.

These applications all have something in a common--they do not have a single thread of control. Instead control is distributed throughout the application. At any given moment multiple objects may want to perform some action. Conventional imperative languages like C have trouble modeling this type of application because they have a single thread of control. Object languages solved this problem by making everything an object and having control reside within each object. That is, at any given moment multiple objects could be executing an operation (at least this is the conceptual model--a computer with a sequential processor might simulate this model by interleaving the execution of the operations). Objects would communicate with one another by passing messages. A message is simply an invocation of an operation in another object. For example, an operating system might queue input events arriving from various input devices. Each input device might be represented as an object and the input event queue might be represented as an object. Each time an input device receives an input event, it would invoke the operation on the event queue that adds an input event to the queue.

Smalltalk and Java are two well known examples of this "everything is an object" concept. They are also well suited for modeling distributed responsibility. Unfortunately, not every application needs to have distributed responsibility and that is where these object-oriented languages run into problems. People try to force this model onto applications that are more naturally modeled using a single thread of control. When this happens, programmers, especially programmers learning object-oriented programming, get confused.

In this course we will use C++ which has a different execution model. It retains the notion of a central thread of control. Objects provide services to the central thread of control. For example, a stack object provides a stack service. We will primarily use objects to implement abstract data types. Using objects in this way will give us the advantages of data encapsulation and code re-use. Data encapsulation means that the implementation of an object is hidden and hence we can interchange objects with different implementations but the same interface. Code re-use means that we can use the same object in different applications, so we don't have to write the code twice.