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NotesComputer ScienceTopic 7.1Fundamentals of OOP
Back to Computer Science Topics
7.1.14 min read

Fundamentals of OOP

IB Computer Science • Unit 7

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Contents

  • Data and the code that uses it, together
  • The five ideas
  • Evaluating it
  • Exam-style question
The big idea: Object-oriented programming keeps a thing's data and the operations on it in one place.

A book's title and its borrow() method live together, rather than the data sitting in one list and the code that handles it in another.

A Book class, the objects made from it, static variables and encapsulation. Step through all four.

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1

Class — the template

2

Object — one actual thing

3

Encapsulation — private data, public methods

4

Inheritance — a more specific kind

5

Polymorphism — same call, right behaviour

The two that get confused: Inheritance is about reusing what a more general class already has.

Polymorphism is about calling the same method on different kinds and each responding properly. Inheritance is often how polymorphism becomes possible, but they are not the same idea.

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What OOP gives you

  • Models the real world — a Book object behaves like a book
  • Reuse through inheritance, with no copied code to drift apart
  • Encapsulation means invalid states can be refused at the door
  • Large programs split into parts people can work on separately
  • Easier to extend: a new kind of Book needs no change to existing code

What it costs

  • More to design — classes and relationships must be worked out first
  • Deep inheritance chains become hard to follow
  • More code for a small task: a script does not need classes
  • A small overhead in memory and speed
  • Poor class design is harder to fix than poor procedural code
When it earns its place: OOP pays when there are real things with both data and behaviour, when a program is large or long-lived, or when several people work on it.

For a fifty-line script that reads a file and prints a total, it is overhead with no return.

How this is tested — you must EVALUATE — weigh what OOP gives against what it costs, for this scenario. It comes up two ways:

Paper 2 — working with code

  • Evaluate the use of OOP, 4-6 marks
  • Define and illustrate the five concepts
  • Say whether OOP suits a described program

Paper 2 — the algorithmic-thinking question

  • Decide from a description with no code shown
  • Justify the choice from the program's size and lifetime
The classic trap: Listing advantages only. Evaluate requires the costs too — the design effort, the extra code, and the fact that a small script gains nothing from any of it.
IB-style questionEvaluate[6 marks]

A school is building a library system handling books, ebooks, members and loans, to be maintained for many years. Evaluate the use of OOP.

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object-oriented programming. [1 mark]

Related Computer Science Topics

Continue learning with these related topics from the same unit:

7.1.2Designing classes
7.1.3Static vs non-static
7.1.4Classes and objects
7.1.5Encapsulation
View all Computer Science topics

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