Object-oriented programming is a style of programming that is recyclable and easy to develop and maintain. A single object, created from a class or prototype, can be reused for multiple purposes. One advantage available to object-oriented programmers is the use of encapsulation, which prevents accidental manipulation by allowing access restrictions to be set on parts of an object. Since object-oriented code is easy to navigate, updates are much quicker.
Objects have many features that make them relatable to everyday activities. Objects perform actions known as methods. Depending on the code, an object may inherit actions and other properties from a hierarchy of increasingly abstract classes or prototypes. For example: A poodle object and a bulldog object could both inherit the ability to bark from the dog class. The dog class could further inherit properties from the mammal class and so on.
Class- and prototype-based programming are two types of object-oriented programming. An object in class-based programming is created from its class, which is the original design of an object coded by the developer. Objects in prototype-based programming are directly created by the developer, and duplicate objects are made from this prototype object.
Because object-oriented programming is recyclable, a developer is able to take code from one program and easily place it in another program without worrying about major changes.