Object-Oriented Programming Fundamental Concepts
Svetlin Nakov
Telerik Corporation
www.telerik.com
Contents
1. 2. 3. 4.
Fundamental Principles of OOP Inheritance Abstraction Encapsulation
5.
6.
Polymorphism
Cohesion and Coupling
Fundamental Principles of OOP
Fundamental Principles of OOP
Inheritance
Inherit members from parent class
Abstraction
Define and execute abstract actions
Encapsulation
Hide the internals of a class
Polymorphism
Access a class through its parent interface
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Inheritance
Classes and Interfaces
Classes
define attributes and behavior
Fields, properties, methods, etc. Methods contain code for execution
public class Labyrinth { }
Interfaces define a set of operations
Empty methods and properties, left to be implemented later
public interface IFigure { }
Inheritance
Inheritance
allows child classes inherits the characteristics of existing parent class
Attributes (fields and properties) Operations (methods)
Child
class can extend the parent class
Add new fields and methods
Redefine methods (modify existing behavior)
A class can implement an interface by
providing implementation for all its methods
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Types of Inheritance
Inheritance terminology
derived class
inherits
base class / parent class
class
implements
interface
derived interface
implements
base interface
Inheritance Benefits
Inheritance has a lot of benefits
Extensibility Reusability Provides abstraction
Eliminates redundant code
Use inheritance
for buidling is-a relationships
E.g. dog is-a animal (dogs are kind of animals)
Don't use it to build has-a relationship
E.g. dog has-a name (dog is not kind of name)
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Inheritance Example
Base class Person
+Name: String +Address: String
Derived class
Derived class
Employee
+Company: String +Salary: double
Student
+School: String
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Class Hierarchies
Inheritance leads to a hierarchy
of classes and/or interfaces in an application:
Game
SinglePlayerGame
MultiplePlayersGame
Minesweeper
Solitaire
BoardGame
Chess Backgammon
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Inheritance in .NET
A class can inherit only one base class
E.g. IOException derives from SystemException and it derives from Exception
A class can implement several interfaces
This is .NETs form of multiple inheritance
E.g. List<T> implements IList<T>, ICollection<T>, IEnumerable<T>
An interface can implement several interfaces
E.g. IList<T> implements ICollection<T> and IEnumerable<T>
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How to Define Inheritance?
We must specify the name of the base class
after the name of the derived
public class Shape {...} public class Circle : Shape {...}
In the constructor of the derived class we use
the keyword base to invoke the constructor of the base class
public Circle (int x, int y) : base(x) {...}
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Simple Inheritance Example
public class Mammal { public int Age { get; set; } public Mammal(int age) { this.Age = age; } public void Sleep() { Console.WriteLine("Shhh! I'm sleeping!"); } }
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Simple Inheritance Example (2)
public class Dog : Mammal { public string Breed { get; set; } public Dog(int age, string breed) : base(age) { this.Breed = breed; } public void WagTail() { Console.WriteLine("Tail wagging..."); } }
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Simple Inheritance
Live Demo
Accessibility Levels
Access modifiers in C#
public access is not restricted private access is restricted to the containing type protected access is limited to the containing type and types derived from it internal access is limited to the current assembly protected internal access is limited to the current assembly or types derived from the containing class
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Inheritance and Accessibility
class Creature { protected string Name { get; private set; }
private void Talk() { Console.WriteLine("I am creature ..."); }
protected void Walk() { Console.WriteLine("Walking ..."); } } class Mammal : Creature { // base.Talk() can be invoked here // this.Name can be read but cannot be modified here }
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Inheritance and Accessibility (2)
class Dog : Mammal { public string Breed { get; private set; } // base.Talk() cannot be invoked here (it is private) } class InheritanceAndAccessibility { static void Main() { Dog joe = new Dog(6, "Labrador"); Console.WriteLine(joe.Breed); // joe.Walk() is protected and can not be invoked // joe.Talk() is private and can not be invoked // joe.Name = "Rex"; // Name cannot be accessed here // joe.Breed = "Shih Tzu"; // Can't modify Breed } }
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Inheritance and Accessibility
Live Demo
Inheritance: Important Aspects
Structures cannot be inherited
In C# there is no multiple inheritance
Only multiple interfaces can be implemented
Instance and static constructors are not inherited
Inheritance is transitive relation
If C is derived from B, and B is derived from A, then C inherits A as well
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Inheritance: Important Features
A derived class
extends its base class
It can add new members but cannot remove derived ones
Declaring new members with the same name
or signature hides the inherited ones
A class
can declare virtual methods and properties
Derived classes can override the implementation of these members
E.g. Object.Equals() is virtual method
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Abstraction
Abstraction
Abstraction
means ignoring irrelevant features, properties, or functions and emphasizing the relevant ones ...
"Relevant" to what?
... relevant to the given project (with an eye to
future reuse in similar projects)
Abstraction
= managing complexity
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Abstraction (2)
Abstraction is something we do every day
Looking at an object, we see those things about it that have meaning to us We abstract the properties of the object, and keep only what we need E.g. students get "name" but not "color of eyes"
Allows us to represent a complex reality in terms of a simplified model Abstraction highlights the properties of an entity that we need and hides the others
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Abstraction in .NET
In .NET abstraction
is achieved in several
ways:
Abstract classes Interfaces
Control +click()
Inheritance
ButtonBase +Color : long
Button RadioButton CheckBox
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Abstraction in .NET Example
System.Object
System.MarshalByRefObject
System.ComponentModel.Component
System.Windows.Forms.Control
System.Windows.Forms.ButtonBase
System.Windows.Forms.Button
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Interfaces in C#
An interface is a set of operations (methods)
that given object can perform
Also called "contract" for supplying a set of operations
Defines abstract behavior
Interfaces provide abstractions
You shouldn't have to know anything about what is in the implementation in order to use it
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Abstract Classes in C#
Abstract
classes are special classes defined with the keyword abstract
Mix between class and interface Partially implemented or fully unimplemented
Not implemented methods are declared abstract and are left empty
Cannot be instantiated
Child
classes should implement abstract methods or declare them as abstract
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Abstract Data Types
Abstract
Data Types (ADT) are data types defined by a set of operations (interface)
interface IList<T> +Add(item : Object) +Remove(item : Object) +Clear()
Example:
LinkedList<T>
List<T>
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Inheritance Hierarchies
Using inheritance we can create inheritance
hierarchies
Easily represented by UML class diagrams
UML class diagrams
Classes are represented by rectangles containing their methods and data
Relations between classes are shown as arrows
Closed triangle arrow means inheritance Other arrows mean some kind of associations
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UML Class Diagram Example
interface ISurfaceCalculatable +CalculateSurface:float Shape #Position:Point +X:int +Y:int +Point struct Point
Square -Size:float +Square +CalculateSurface:float
Rectangle -Width:float -Height:float +Rectangle +CalculateSurface:float
struct Color
+RedValue:byte +GreenValue:byte +BlueValue:byte
+Color
FilledSquare -Color:Color +FilledSquare
FilledRectangle -Color:Color +FilledRectangle
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Class Diagrams in Visual Studio
Live Demo
Encapsulation
Encapsulation
Encapsulation hides the implementation
details
Class All
announces some operations (methods) available for its clients its public interface
data members (fields) of a class should be hidden
Accessed via properties (read-only and readwrite)
No interface members should be hidden
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Encapsulation Example
Data fields are private Constructors
and accessors are defined (getters and setters)
Person -name : string -age : TimeSpan +Person(string name, int age) +Name : string { get; set; } +Age : TimeSpan { get; set; }
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Encapsulation in .NET
Fields are always
declared private
Accessed through properties in read-only or read-write mode
Constructors
are almost always declared always public private /
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public
Interface methods are
Not explicitly declared with public
Non-interface methods are declared
protected
Encapsulation Benefits
Ensures that structural
changes remain local:
Changing the class internals does not affect any code outside of the class Changing methods' implementation does not reflect the clients using them
Encapsulation allows
adding some logic when accessing client's data
E.g. validation on modifying a property value
Hiding
implementation details reduces complexity easier maintenance
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Polymorphism
Polymorphism
Polymorphism = ability to take more than one form (objects have more than one type)
A class can be used through its parent interface
A child class may override some of the behaviors of the parent class
Polymorphism allows abstract operations to be defined and used
Abstract operations are defined in the base class' interface and implemented in the child classes
Declared as abstract or virtual
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Polymorphism (2)
Why handle an
object of given type as object of its base type?
To invoke abstract operations
To mix different related types in the same collection
E.g. List<object> can hold anything
To pass more specific object to a method that expects a parameter of a more generic type To declare a more generic field which will be initialized and "specialized" later
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Virtual Methods
Virtual method is method that can be used in
the same way on instances of base and derived classes but its implementation is different
A method is said
to be a virtual when it is
declared as virtual
public virtual void CalculateSurface()
Methods that are
declared as virtual in a base class can be overridden using the keyword override in the derived class
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The override Modifier
Using override we can modify a method or
property
An override
method provides a new implementation of a member inherited from a base class a non-virtual or static method
You cannot override
The overridden base method must be virtual,
abstract, or override
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Polymorphism How it Works?
Polymorphism
ensures that the appropriate method of the subclass is called through its base class' interface is implemented using a technique called late method binding
Exact method to be called is determined at runtime, just before performing the call
Polymorphism
Applied for all abstract / virtual methods
Note: Late binding
is slower than normal
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(early) binding
Polymorphism Example
Abstract class
Figure +CalcSurface() : double
Abstract action
Concrete class
Overriden action
Square -x : int -y : int -size : int
Circle -x : int -y : int -radius: int
Overriden action
override CalcSurface() { return size * size; }
override CalcSurface() { return PI * radius * raduis; }
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Polymorphism Example (2)
abstract class Figure { public abstract double CalcSurface(); } abstract class Square { public override double CalcSurface() { return } } Figure f1 = new Square(...); Figure f2 = new Circle(...); // This will call Square.CalcSurface() int surface = f1.CalcSurface(); // This will call Square.CalcSurface() int surface = f2.CalcSurface();
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Polymorphism
Live Demo
Class Hierarchies: Real World Example
Real World Example: Calculator
Creating
an application like the Windows Calculator
Typical scenario for applying the objectoriented approach
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Real World Example: Calculator (2)
The calculator consists
of controls:
Buttons, panels, text boxes, menus, check boxes, radio buttons, etc.
Class
Control the root of our OO hierarchy
All controls can be painted on the screen
Should implement an interface IPaintable with a method Paint()
Common properties: location, size, text, face color, font, background color, etc.
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Real World Example: Calculator (3)
Some controls
could contain other (nested) controls inside (e. g. panels and toolbars)
We should have class Container that extends Control holding a collection of child controls
The Calculator itself is a
Form
Form is a special kind of Container Contains also border, title (text derived from Control), icon and system buttons
How the Calculator paints itself?
Invokes Paint() for all child controls inside it
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Real World Example: Calculator (4)
How a Container paints itself?
Invokes Paint() for all controls inside it Each control knows how to visualize itself
What is the common between buttons, check
boxes and radio buttons?
Can be pressed
Can be selected
We can define class
AbstractButton and all buttons can derive from it
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Calculator Classes
interface IPaintable Paint()
Control
-location -size -text -bgColor -faceColor -font
Container
AbstractButton
TextBox
MainMenu
MenuItem
Panel
Form
Button
CheckBox
RadioButton
Calculator
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Cohesion and Coupling
Cohesion
Cohesion describes how closely
all the routines in a class or all the code in a routine support a central purpose
Well-defined abstractions keep cohesion strong
Cohesion must be strong
Classes
must contain strongly related functionality and aim for single purpose complexity
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Cohesion is a useful tool for managing
Good and Bad Cohesion
Good: hard disk, cdrom, floppy
BAD: spaghetti code
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Strong Cohesion
Strong cohesion example
Class Math that has methods:
Sin(), Cos(), Asin() Sqrt(), Pow(), Exp() Math.PI, Math.E
double sideA = 40, sideB = 69; double angleAB = Math.PI / 3; double sideC = Math.Pow(sideA, 2) + Math.Pow(sideB, 2) - 2 * sideA * sideB * Math.Cos(angleAB); double sidesSqrtSum = Math.Sqrt(sideA) + Math.Sqrt(sideB) + Math.Sqrt(sideC);
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Bad Cohesion
Bad cohesion example
Class Magic that has these methods:
public void PrintDocument(Document d); public void SendEmail( string recipient, string subject, string text); public void CalculateDistanceBetweenPoints( int x1, int y1, int x2, int y2)
Another example:
MagicClass.MakePizza("Fat Pepperoni"); MagicClass.WithdrawMoney("999e6"); MagicClass.OpenDBConnection();
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Coupling
Coupling describes
how tightly a class or routine is related to other classes or routines
Modules must depend little on each other
Coupling must be kept loose
All classes and routines must have small, direct, visible, and flexible relations to other classes and routines One module must be easily used by other modules
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Loose and Tight Coupling
Loose Coupling:
Easily replace old HDD Easily place this HDD to another motherboard
Tight Coupling:
Where is the video adapter? Can you change the video controller?
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Loose Coupling Example
class Report { public bool LoadFromFile(string fileName) {} public bool SaveToFile(string fileName) {} } class Printer { public static int Print(Report report) {} } class Program { static void Main() { Report myReport = new Report(); myReport.LoadFromFile("C:\\DailyReport.rep"); Printer.Print(myReport); } }
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Tight Coupling Example
class MathParams { public static double operand; public static double result; } class MathUtil { public static void Sqrt() { MathParams.result = CalcSqrt(MathParams.operand); } } class MainClass { static void Main() { MathParams.operand = 64; MathUtil.Sqrt(); Console.WriteLine(MathParams.result); } }
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Spaghetti Code
Combination of bad cohesion and tight coupling:
class Report { public void public void public void public bool public void }
Print() {} InitPrinter() {} LoadPrinterDriver(string fileName) {} SaveReport(string fileName) {} SetPrinter(string printer) {}
class Printer { public void SetFileName() {} public static bool LoadReport() {} public static bool CheckReport() {} }
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Summary
OOP fundamental principals are: inheritance, encapsulation, abstraction, polymorphism
Inheritance allows inheriting members form another class
Abstraction and encapsulation hide internal data and allow working through abstract interface Polymorphism allows working with objects through their parent interface and invoke abstract actions
Strong cohesion and loose coupling avoid spaghetti code
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Object-Oriented Programming Fundamental Concepts
Questions?
http://academy.telerik.com
Exercises
1.
We are given a school. In the school there are classes of students. Each class has a set of teachers. Each teacher teaches a set of disciplines. Students have name and unique class number. Classes have unique text identifier. Teachers have name. Disciplines have name, number of lectures and number of exercises. Both teachers and students are people. Your task is to identify the classes (in terms of OOP) and their attributes and operations, define the class hierarchy and create a class diagram with Visual Studio.
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Exercises (2)
2.
Define class Human with first name and last name. Define new class Student which is derived from Human and has new field grade. Define class Worker derived from Human with new field weekSalary and work-hours per day and method MoneyPerHour() that returns money earned by hour by the worker. Define the proper constructors and properties for this hierarchy. Initialize an array of 10 students and sort them by grade in ascending order. Initialize an array of 10 workers and sort them by money per hour in descending order.
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Exercises (3)
3.
Define abstract class Shape with only one virtual method CalculateSurface() and fields width and height. Define two new classes Triangle and Rectangle that implement the virtual method and return the surface of the figure (height*width for rectangle and height*width/2 for triangle). Define class Circle and suitable constructor so that on initialization height must be kept equal to width and implement the CalculateSurface() method. Write a program that tests the behavior of the CalculateSurface() method for different shapes (Circle, Rectangle, Triangle) stored in an array.
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Exercises (4)
4.
Create a hierarchy Dog, Frog, Cat, Kitten, Tomcat and define suitable constructors and methods according to the following rules: all of this are Animals. Kittens and tomcats are cats. All animals are described by age, name and sex. Kittens can be only female and tomcats can be only male. Each animal produce a sound. Create arrays of different kinds of animals and calculate the average age of each kind of animal using static methods. Create static method in the animal class that identifies the animal by its sound.
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Exercises (5)
5.
A bank holds different types of accounts for its customers: deposit accounts, loan accounts and mortgage accounts. Customers could be individuals or companies. All accounts have customer, balance and interest rate (monthly based). Deposit accounts are allowed to deposit and with draw money. Loan and mortgage accounts can only deposit money.
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Exercises (6)
All accounts can calculate their interest amount for a given period (in months). In the common case its is calculated as follows: number_of_months * interest_rate. Loan accounts have no interest for the first 3 months if are held by individuals and for the first 2 months if are held by a company. Deposit accounts have no interest if their balance is positive and less than 1000. Mortgage accounts have interest for the first 12 months for companies and no interest for the first 6 months for individuals.
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Exercises (7)
Your task is to write a program to model the bank system by classes and interfaces. You should identify the classes, interfaces, base classes and abstract actions and implement the calculation of the interest functionality.
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