Object orientation is a way of programming that bears a remarkable resemblance to the way electric devices have evolved. This page will explain the problems of the past, and how these were solved by components (in electric devices) and objects in programs. The first electric devices were one web of components. If you looked into the interior of an ancient radio, everything was connected. Only a few things could be disconnected: the power plug and maybe external speakers. Sometimes these devices came with an electrical scheme, which had everything in a detailed manner. You could look for hours at such a scheme and discover all sorts of functions in that scheme, like radio reception, amplification, tone control, etc. The first computer programs had the same structure. A program written in assembler or in Basic could easily span hundreds and thousands of code lines. It had to because all the details had to be provided in one code file. Of course, a developer was really proud those days if he managed to make a working program with a decent set of features, but maintenance was hard. And if you wanted another program, you had to write it from scratch. Reusing code from previous programs was not really impossible (you could copy some subroutines), but it was not exactly easy.
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