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Object Oriented Programming Paradigm

The document discusses the basics of object oriented programming (OOP). It defines OOP as a programming paradigm that models applications as a group of related objects that interact with each other. The key components of OOP discussed are encapsulation, inheritance, polymorphism, classes and objects. It also describes how OOP can be used for user interface design by modeling the interface as interacting objects based on user requirements analysis and use cases.

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0% found this document useful (0 votes)
20 views

Object Oriented Programming Paradigm

The document discusses the basics of object oriented programming (OOP). It defines OOP as a programming paradigm that models applications as a group of related objects that interact with each other. The key components of OOP discussed are encapsulation, inheritance, polymorphism, classes and objects. It also describes how OOP can be used for user interface design by modeling the interface as interacting objects based on user requirements analysis and use cases.

Uploaded by

mehmeh mehmeh
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Object

Oriented
Programming
Paradigm
(OOPP)
Lesson
Objective 01
Learn about the basics of object oriented
programming

s: Know the different components of OOP such as


02 data encapsulation, inheritance and
polymorphism

Understand the use of OOP in relation to


03 the user interface design of a software
The Object Oriented programming
paradigm plays an important role in
human computer interface. It has
different components that takes real
world objects and performs actions
on them, making live interactions
between man and the machine.
Following are the components of
OOPP:
Object Oriented
Programming This paradigm describes a real-life system
where interactions are among real objects
Paradigm It models applications as a group of related
(OOPP): objects that interact with each other

The programming entity is modeled as a class


that signifies the collection of related real world
objects
Programming starts with the concept of real
world objects and classes
Object Oriented
Programming
Application is divided into numerous
Paradigm packages

(OOPP): A package is a collection of classes

A class is an encapsulated group of


similar real world objects
Objects
Real-world objects share two
characteristics − They all have state
and behavior. Let us see the following
pictorial example to understand
Objects. In the above diagram, the
object ‘Dog’ has both state and
behavior. An object stores its
information in attributes and discloses
its behavior through methods. Let us
now discuss in brief the different
components of object oriented
programming.
Data Encapsulation
Hiding the implementation details of the class
from the user through an object’s methods is
known as data encapsulation. In object
oriented programming, it binds the code and
the data together and keeps them safe from
outside interference. On the example from the
previous page, encapsulation principle means
that we should add to the same class
behavioral methods (drive, stop, etc.). Those
may be used in our application and also to
provide restricted access to changes in class
instance’s state. We don’t want a client of our
class to be able to turn off the car and then
still be able to set its speed value to 100 miles
per hour.
Public Interface
The point where the software entities
interact with each other either in a
single computer or in a network is
known as pubic interface. This help in
data security. Other objects can
change the state of an object in an
interaction by using only those
methods that are exposed to the
outer world through a public interface.
Class
A class is a group of objects that has
mutual methods. It can be considered
as the blueprint using which objects are
created. Classes being passive do not
communicate with each other but are
used to instantiate objects that interact
with each other. This figure shows an
example of a class. The animal class
can be composed of different
subclasses such as dog class, cat class
and cow class. This shows us that a
class is like a blueprint for an object.
Inheritance
Inheritance as in general terms is the
process of acquiring properties. In OOP
one object inherit the properties of
another object. Inheritance is one of the
most important features of Object-
Oriented Programming:
Sub Class: The class that inherits
properties from another class is called
Sub class or Derived Class.
Super Class: The class whose
properties are inherited by sub class is
called Base Class or Super class.
Inheritance
Reusability: Inheritance supports the
concept of “reusability”, i.e. when we
want to create a new class and there
is already a class that includes some
of the code that we want, we can
derive our new class from the existing
class. By doing this, we are reusing
the fields and methods of the existing
class.
Example: Dog, Cat, Cow can be
Derived Class of Animal Base Class
Polymorphism
The word polymorphism means having
many forms. Polymorphism is the
process of using same method name by
multiple classes and redefines methods
for the derived classes. In simple words,
we can define polymorphism as the ability
of a message to be displayed in more
than one form. A person at the same time
can have different characteristic. Like a
man at the same time is a father, a
husband, an employee. So the same
person possesses different behavior in
different situations. This is called
polymorphism.
Object Oriented Modeling of User Interface
Design
Object oriented interface unites users with the real world manipulating software objects for
designing purpose. Let us see the diagram. Interface design strive to make successful
accomplishment of user’s goals with the help of interaction tasks and manipulation. While
creating the OOM for interface design, first of all analysis of user requirements is done.
The design specifies the structure and components required for each dialogue. After that,
interfaces are developed and tested against the Use Case. Example − Personal banking
application.
Object Oriented Modeling of User Interface
Design
The sequence of processes documented for every Use Case are then
analyzed for key objects. This results into an object model. Key objects are
called analysis objects and any diagram showing relationships between these
objects is called object diagram.

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