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Object-Oriented Programming (OOP)

Object-oriented programming (OOP) models real-world concepts like objects and classes. The four main principles are abstraction, encapsulation, inheritance, and polymorphism. OOP uses classes as templates for creating objects that contain attributes to represent state and methods to represent behavior. Classes can inherit attributes and behaviors from superclasses to enable code reuse. Inheritance allows subclasses to extend and specialize superclasses.

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0% found this document useful (0 votes)
56 views12 pages

Object-Oriented Programming (OOP)

Object-oriented programming (OOP) models real-world concepts like objects and classes. The four main principles are abstraction, encapsulation, inheritance, and polymorphism. OOP uses classes as templates for creating objects that contain attributes to represent state and methods to represent behavior. Classes can inherit attributes and behaviors from superclasses to enable code reuse. Inheritance allows subclasses to extend and specialize superclasses.

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Luda Glava
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© © All Rights Reserved
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Object-oriented programming (OOP)

Overview

Models and mimics real-world concepts through OOP elements
– Tailored to the human mind rather than the machine
– The focus is on the task for which the computer is used rather than the way a computer handles
the task

Elements of OOP - classes, abstract classes, interfaces, objects, attributes, methods, etc.

Four major principles of OOP - abstraction, encapsulation, inheritance, polymorphism

More difcult to master than the Java programming language

Common mistake - procedural code masked in an object-oriented language
OOP model example

Stereo system:
– Speakers - play mid-range and high-frequency sounds
– Subwoofer - plays low bass frequency sounds
– Tuner - receives radio broadcast signals
– CD player - plays audio data from CDs

Key concepts:
– The components are self-contained elements that perform a specifc function
– They can be combined and reused
– They interconnect through standardized connectors
Object and classes

Objects are software bundles of related state and behavior which model real-world objects.

A class is a template (blueprint) used to create objects.

Objects created from the same class have similar features.
Example
A Modem class
– Connects to a computer through a serial port
– Can dial a phone number
– Can send and receive data
Attributes and behavior

An object's state is expressed through attributes.

Attributes In Java are called variables.
– Instance variables - object specifc
– Class (static) variables - class specifc i.e. they relate to an entire class of objects created from a
class

The behavior of an object relates to the things that the object can do to themselves and to
other objects.

In Java behavior is expressed through methods.
Example: VolcanoRobot
A VolcanoRobot class used to do research inside volcanic craters.
– Variables:

Status - Exploring, moving, returning home

Speed - Measured in kilometers per hour

Temperature - Measured in degrees centigrade
– Methods:

Check current temperature

Begin a survey

Report current speed
Inheritance

Allows for one class, a subclass, to inherit the attributes and behavior of another class called
a supperclass.

The subclass specifes how it difers from its supperclass.

Advantages:
– Functionality common to multiple classes can be put into a superclass, which enables it to be used
repeatedly in all classes below it in the hierarchy.
– Changes to a superclass automatically are refected in all its subclasses, their subclasses, and so
on.
Class hierarchy example
Inheritance in Java

One subclass can have only one superclass - single inheritance.

One superclass can have an unlimited number of subclasses.

If a class doesn't explicitly inherit from another class, it inherits implicitly from Java's
Object class.
Exercises
Exercise: VolcanoRobotVirgil
In the main() method of the VolcanoApplication class, create a second VolcanoRobot robot
named virgil, set up its instance variables, and display them.

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