The
execution of software systems
As it executes an object-oriented system creates and
destroys objects. (You can imagine Notepad objects being created as you start the
accessory application and being destroyed when you close it.) Since each object takes up a
portion of a computer’s resources, objects are often destroyed when no longer needed
while the program goes on to perform other tasks. Ultimately when a program terminates,
the operating system tidies up its resources by destroying any objects left by the
program. Java, like Smalltalk, but unlike C++, takes care of the recycling of resources
for you by a process called garbage collection. Roughly, the way this works is that
resources required for an object – the information it holds and the behaviour it
provides – are reclaimed when all other objects no longer use it. For example, in a
banking system the software would have to remember the objects that represented accounts
and all of these would use physical storage. When an account is closed the object
representing it does not need to remembered anymore and in the background Java arranges
for its resources to be collected as garbage.
Objects send messages to each other to cause
particular behaviour to occur. Associated with the concept of a message are those of the
objects that are the sender and receiver of the message. An object has a set of messages
that it knows how to respond to called its protocol. An object will only evoke some
behaviour for valid messages it receives – i.e. messages that are within its
protocol. The object that is a receiver of a message usually sends a reply (answer) back
to the sender of the message.
The behaviour of an object will vary depending on
its state at the time of receiving a message.
Back
to top

RITSEC - Global Campus
Copyright ?1999 RITSEC- Middlesex University. All rights reserved.
webmaster@globalcampus.com.eg
|