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A single object alone is generally not very useful and usually appears as a component of a larger program or application that contains many other objects. Through the interaction of these objects, programmers achieve higher order functionality and more complex behavior. Your bicycle hanging from a hook in the garage is just a bunch of titanium alloy and rubber; by itself the bicycle is incapable of any activity. The bicycle is useful only when another object (you) interacts with it (starts pedaling).Software objects interact and communicate with each other by sending messages to each other. When object A wants object B to perform one of B's methods, object A sends a message to object B.
Sometimes the receiving object needs more information so that it knows exactly what to do--for example, when you want to change gears on your bicycle, you have to indicate which gear you want. This information is passed along with the message as parameters. Three components comprise a message:
- The object to whom the message is addressed (Your Bicycle)
- The name of the method to perform (
changeGears
)- Any parameters needed by the method (lower gear)
These three components are enough information for the receiving object to perform the desired method. No other information or context is required.
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