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Programming 2 Section 7 OOP (Encapsolation &inestractor)

The document discusses object-oriented programming concepts like classes, objects, access modifiers, constructors, getters and setters. It provides examples of creating classes for Student, Fruits and Shapes with attributes and behaviors. Main method is used to create objects and call methods on them.

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

Programming 2 Section 7 OOP (Encapsolation &inestractor)

The document discusses object-oriented programming concepts like classes, objects, access modifiers, constructors, getters and setters. It provides examples of creating classes for Student, Fruits and Shapes with attributes and behaviors. Main method is used to create objects and call methods on them.

Uploaded by

13576a8294
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Programming 2

7th Section
Object Oriented Programming
Object-oriented programming (OOP) is a way of writing computer programs which is using the idea of
"objects" to represent data and methods.

• Classes & Objects


A class is a blueprint for creating objects, providing initial values for state (variables or
attributes), and implementations of behavior (functions or methods).

An object refers to a particular instance of a class.


• Access Modifiers
Access modifiers are keywords in object-oriented languages that set the accessibility of classes,
methods, & variables.

o Private

o Public

o Protected

o Internal/default

• Constructors(default & other)


A constructor is a special type of subroutine called to create an object. It prepares the new
object for use.

• Getters & setters + this


Getter is a method that retrieves a value, and a setter is a method that modifies a value.
Problem – 1(Student)

Write a Java program to create a class called Student as following with


building your constructor where you can pass the every student data when
creating an object.

Making a function study printing a message

“student name is studying” with no return type

DoAssignment(Boolean flag) print “Assignment is not copied” if true,


“Assignment Copied” if false.
Student

Int id

Double gpa

String name

Setters & getters

Void study() {student name + “is studying”}

Void DoAssignment(Boolean flag) {if true -> print “assignment not copied” else “copied”}

package problem1oop;
public class Student {

private String name;

private int id;

private double gpa;

//Empty/Default constructor

public Student()

name="";

id=0;

gpa=0.0;

//Non-Empty constructor

public Student(String name, int id, double gpa) {

this.name = name;

this.id = id;

this.gpa = gpa;

public String getName() {

return name;

public void setName(String name) {

this.name = name;
}

public int getId() {

return id;

public void setId(int id) {

this.id = id;

public double getGpa() {

return gpa;

public void setGpa(double gpa) {

this.gpa = gpa;

public void study()

System.out.println("Hey there I am "+name +" & I am studying for the Quiz");

public void DoAssignment(Boolean task)

if (task)

System.out.println("I didn't Copy the assignment");


}

else

System.out.println("I did Copy the assignment so Horray I am getting a ZERO!");

..

package problem1oop;

public class Problem1OOP {

public static void main(String[] args) {

Student s1 = new Student ("Radwan",20183560,1.5);

Student s2 = new Student ("Hatem", 20181838,1.5);

Student s3 = new Student ("Elsadat Zaki", 20184102,1.5);

Student s4 = new Student();

s4.setName("Yara");

s4.setId(20180366);

s4.setGpa(1.5);

s3.study();

s3.DoAssignment(false); }}
Problem – 2 (Fruits)

Write a Java program to create a class called Fruits as following with


building your empty constructor & another constructor where you can pass
every student data when creating an object.

Then create 4 objects in main class


• Apple

• Banana

• Melon

• Orange

Fruits

String name

String color

Int weight

Int price

Setters & getters

Void PrintFruitsData() {print name+color+weight+price}

package problem2.object.orianted.programming;

public class Fruits {


private String name;

private String color;

private int weight;

private int price;

public Fruits(String name, String color, int weight, int price) {

this.name = name;

this.color = color;

this.weight = weight;

this.price = price;

public Fruits() {

name = "";

color = "";

weight=0;

price=0;

public String getName() {

return name;

public void setName(String name) {


this.name = name;

public String getColor() {

return color;

public void setColor(String color) {

this.color = color;

public int getWeight() {

return weight;

public void setWeight(int weight) {

this.weight = weight;

public int getPrice() {

return price;

public void setPrice(int price) {

this.price = price;
}

public void PrintFruitsData()

System.out.println("Fruit Name is "+name+" Fruit color "+color+" Fruit weight is "+weight+" Fruit
price is "+price);

package problem2.object.orianted.programming;

public class Problem2ObjectOriantedProgramming {

public static void main(String[] args) {

Fruits apple = new Fruits("apple","Red",10,2);

Fruits Banana = new Fruits("Banana","Yellow",6,1);

Fruits Melon = new Fruits("Melon","Green",30,5);

Fruits Orange = new Fruits();

Orange.setName("orange");

Orange.setColor("orange");

Orange.setWeight(12);

Orange.setPrice(10);

apple.PrintFruitsData();
Banana.PrintFruitsData();

Melon.PrintFruitsData();

Orange.PrintFruitsData();

}
Problem – 3 (Shapes)

Write a Java program to create a class called Shape as following with


building your empty constructor & another constructor where you can pass
every student data when creating an object.

Then create 2 objects in main class & call draw() method for each object
• Circle

• Square

Shape

String name

String color

Setters & getters

Void draw(){ print “drawing the shape name & color”}

Void erase() {print “erase shape”}

package shapes;

public class shape {

private String name;

private String color;


public void Area()

public shape() {

name="";

color="";

public shape(String name, String color) {

this.name = name;

this.color = color;

public String getName() {

return name;

public void setName(String name) {

this.name = name;

public String getColor() {

return color;

}
public void setColor(String color) {

this.color = color;

public void Draw()

System.out.println("Drawing a " +color + " "+ name);

public void erase()

System.out.println("Erasing a " + name);

..

package shapes;

public class Shapes {

public static void main(String[] args) {

shape circle = new shape("Circle","Blue");

shape square = new shape("Square","Red");

circle.Draw();

square.Draw();

}
}

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