This module introduces the concepts of classes and objects in object-oriented programming. It discusses how software can be implemented as interacting objects, with each object having state, behavior, and identity. The state of an object is stored in fields, its behavior is accessed through methods, and its identity distinguishes it from other objects of the same class. Classes define the common properties and behaviors of objects, acting as templates for object creation.
This module introduces the concepts of classes and objects in object-oriented programming. It discusses how software can be implemented as interacting objects, with each object having state, behavior, and identity. The state of an object is stored in fields, its behavior is accessed through methods, and its identity distinguishes it from other objects of the same class. Classes define the common properties and behaviors of objects, acting as templates for object creation.
In this module, well talk about the foundational concepts in the Object-Oriented paradigm The big idea: software can be implemented as a set of interacting objects Examples of interacting entities in the game world
In-Lecture Quiz
Which of the following is NOT one of the things an object has
A: State B: Country C: Behavior D: Identity
State Characteristics of the object Behavior What we can do to the object What we can tell the object to do to itself Identity So we can distinguish one object from another Memory address Playing Card State: rank, suit, face up or not Stored in fields Accessed through properties Behavior: flip over Accessed through methods Identity: when we create a new card object (instantiation) In-Lecture Quiz
We store the state of an object in
A: meadows B: pastures C: fields D: pocketses
Class Template for creating objects Defines the fields, properties, and behavior of every object of the class Object Actual instance of the class in memory Each object stores its own state Different card objects have different ranks and suits, for example In-Lecture Quiz
UML stands for
A: Unlikely Macho Leeroy B: Unfathomable Mathematical Lemma C: Integrated Development Environment D: Unified Modeling Language
Before we finish off this lecture, note that classes are reference types, not value types The ones and zeros at the memory location allocated to the variable arent the value of the variable, theyre a reference to the location in memory where the actual object is
Recap OO provides classes (reference types in C#) we can use to create objects Objects interact with each other to implement our game Next Time Well start using classes and objects in C#