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Object Oriented Programming Structure:: Oops Concepts

Object-oriented programming (OOP) uses objects and classes to simplify software development and maintenance. The key concepts of OOP include: 1. Objects contain state and behavior, and classes define types of objects. For example, a chair object may have color and material as state, and functions like sit() as behavior. 2. Inheritance allows new classes to inherit attributes and behaviors from parent classes, promoting code reuse. 3. Encapsulation binds code and data together into a single unit and hides internal details, making classes more modular and reusable.

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0% found this document useful (0 votes)
65 views4 pages

Object Oriented Programming Structure:: Oops Concepts

Object-oriented programming (OOP) uses objects and classes to simplify software development and maintenance. The key concepts of OOP include: 1. Objects contain state and behavior, and classes define types of objects. For example, a chair object may have color and material as state, and functions like sit() as behavior. 2. Inheritance allows new classes to inherit attributes and behaviors from parent classes, promoting code reuse. 3. Encapsulation binds code and data together into a single unit and hides internal details, making classes more modular and reusable.

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OOPS CONCEPTS

Object oriented programming structure:


Object-Oriented Programming is a methodology or paradigm to
design a program using classes and objects. It simplifies the software
development and maintenance by providing some concepts:
Object
Class
Inheritance
Polymorphism
Abstraction
Encapsulation
Advantage of OOPs over Procedure-oriented
programming language
1)OOPs makes development and maintenance easier
where as in Procedure-oriented programming language it is not
easy to manage if code grows as project size grows.
2)OOPs provides data hiding whereas in Procedure-oriented
prgramming language a global data can be accessed from
anywhere.
3)OOPs provides ability to simulate real-world event much more
effectively. We can provide the solution of real word problem if we
are using the Object-Oriented Programming language.


1. Object: Software objects are conceptually similar to
real-world objects: they consist of state and related behavior.
Any entity that has state and behavior is known as an object. An object
stores its state in fields (variables in some programming
languages) and exposes its behavior through methods
(functions in some programming languages). Methods operate
on an object's internal state and serve as the primary
mechanism for object-to-object communication. For example:
chair, pen, table, keyboard, bike etc. It can be physical and logical.

2.CLASS: A class is simply a representation of a type of
object. Collection of objects is called class. It is a logical entity.It is the
blueprint/ plan/ template that describe the details of an object.
A class is the blueprint from which the individual objects are
created. Class is composed of three things: a name, attributes,
and operations.
3.INHERITANCE: The ability of a new class to be
created, from an existing class by extending it, is called
inheritance. When one object acquires all the properties
and behaviours of parent object i.e. known as inheritance. By
using inheritence we can reuse the code. It provides code
reusability. It is used to achieve runtime polymorphism.

4.ENCAPSULATION(INFORMATION HIDING): The
class is kind of a container or capsule or a cell, which
encapsulate the set of methods, attribute and properties to
provide its indented functionalities to other classes. In that
sense, encapsulation also allows a class to change its internal
implementation without hurting the overall functioning of the
system. That idea of encapsulation is to hide how a class does
it but to allow requesting what to do. Binding (or wrapping)
code and data together into a single unit is known as
encapsulation. For example: capsule, it is wrapped with
different medicines.
A java class is the example of encapsulation. Java bean is the
fully encapsulated class because all the data members are private
here.

5.ABSTRACTION: Abstraction is the process of taking
away or removing characteristics from something in order to
reduce it to a set of essential characteristics, programmer
hides all but the relevant data about object in order to reduce
complexity and increase efficiency. Hiding internal details
and showing functionality is known as abstraction. For
example: phone call, we don't know the internal processing.
In java, we use abstract class and interface to achieve
abstraction.

6.POLYMORPHISM: When one task is performed by
different ways i.e. known as polymorphism. For example: to
convense the customer differently, to draw something e.g. shape
or rectangle etc.
In java, we use method overloading and method overriding to
achieve polymorphism.
Another example can be to speak something e.g. cat speaks
meaw, dog barks woof etc.
Polymorphism means "one interface, many possible
implementations."
1. Static (compile time) polymorphism
2. Dynamic (run time) polymorphism
Static polymorphism means that the information required
to call a function is available at compile time itself.
Dynamic polymorphism means that the information
required to call a function is not known until run time.

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