This article provides an overview of the elements of C++; specifically, the 'C' portion of C++.
Note how section 2.2 describes tokens as the "minimal chunks of a program". The root goal of programming is solving problems using the 'chunks' of a programming language. Of course, the chunks must be appropriate for the type of problems to be solved. Generally, smaller chunks are applicable to many types of tasks, but involve more effort; larger chunks involve less effort, but are designed for more specific tasks.
The progress of abstraction
All
programming languages provide abstractions. It can be argued that the
complexity of the problems you're able to solve is directly related to
the kind and quality of abstraction. By "kind" I
mean, "What is it that you are abstracting?" Assembly language is a
small abstraction of the underlying machine. Many so-called "imperative"
languages that followed (such as Fortran, BASIC, and C) were
abstractions of assembly language. These languages are big improvements
over assembly language, but their primary abstraction still requires you
to think in terms of the structure of the computer rather than the
structure of the problem you are trying to solve. The programmer must
establish the association between the machine model (in the "solution
space," which is the place where you're modeling that problem, such as a
computer) and the model of the problem that is actually being solved
(in the "problem space,"
which is the place where the problem exists). The effort required to
perform this mapping, and the fact that it is extrinsic to the
programming language, produces programs that are difficult to write and
expensive to maintain, and as a side effect created the entire
"programming methods" industry.
The
alternative to modeling the machine is to model the problem you're
trying to solve. Early languages such as LISP and APL chose particular
views of the world ("All problems are ultimately lists" or "All problems
are algorithmic"). PROLOG casts all problems into chains of decisions.
Languages have been created for constraint-based programming and for
programming exclusively by manipulating graphical symbols. (The latter
proved to be too restrictive). Each of these approaches is a good
solution to the particular class of problem they're designed to solve,
but when you step outside of that domain they become awkward.
The
object-oriented approach goes a step farther by providing tools for the
programmer to represent elements in the problem space. This
representation is general enough that the programmer is not constrained
to any particular type of problem. We refer to the elements in the
problem space and their representations in the solution space as "objects".
(Of course, you will also need other objects that don't have
problem-space analogs). The idea is that the program is allowed to adapt
itself to the lingo of the problem by adding new types of objects, so
when you read the code describing the solution, you're reading words
that also express the problem. This is a more flexible and powerful
language abstraction than what we've had before. Thus, OOP allows you to
describe the problem in terms of the problem, rather than in terms of
the computer where the solution will run. There's still a connection
back to the computer, though. Each object looks quite a bit like a
little computer; it has a state, and it has operations that you can ask
it to perform. However, this doesn't seem like such a bad analogy to
objects in the real world; they all have characteristics and behaviors.
Some
language designers have decided that object-oriented programming by
itself is not adequate to easily solve all programming problems, and
advocate the combination of various approaches into multiparadigm programming languages.
Alan Kay summarized five basic characteristics of Smalltalk,
the first successful object-oriented language and one of the languages
upon which C++ is based. These characteristics represent a pure approach
to object-oriented programming:
- Everything is an object. Think of an object as a fancy variable; it stores data, but you can "make requests" to that object, asking it to perform operations on itself. In theory, you can take any conceptual component in the problem you're trying to solve (dogs, buildings, services, etc.) and represent it as an object in your program.
- A program is a bunch of objects telling each other what to do by sending messages. To make a request of an object, you "send a message" to that object. More concretely, you can think of a message as a request to call a function that belongs to a particular object.
- Each object has its own memory made up of other objects. Put another way, you create a new kind of object by making a package containing existing objects. Thus, you can build complexity in a program while hiding it behind the simplicity of objects.
- Every object has a type. Using the parlance, each object is an instance of a class, in which "class" is synonymous with "type". The most important distinguishing characteristic of a class is "What messages can you send to it?"
- All objects of a particular type can receive the same messages. This is actually a loaded statement, as you will see later. Because an object of type "circle" is also an object of type "shape," a circle is guaranteed to accept shape messages. This means you can write code that talks to shapes and automatically handles anything that fits the description of a shape. This substitutability is one of the most powerful concepts in OOP.