0% found this document useful (0 votes)
2 views5 pages

Class 10 Java Notes

The Class 10 Java Notes cover fundamental concepts of Object-Oriented Programming (OOP) including encapsulation, inheritance, polymorphism, and abstraction. It explains the basics of classes and objects, data types, operators, input handling, conditional constructs, loops, user-defined methods, and constructors. The notes provide code examples to illustrate these concepts, making it a comprehensive guide for students learning Java.

Uploaded by

rohitkapri88
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
2 views5 pages

Class 10 Java Notes

The Class 10 Java Notes cover fundamental concepts of Object-Oriented Programming (OOP) including encapsulation, inheritance, polymorphism, and abstraction. It explains the basics of classes and objects, data types, operators, input handling, conditional constructs, loops, user-defined methods, and constructors. The notes provide code examples to illustrate these concepts, making it a comprehensive guide for students learning Java.

Uploaded by

rohitkapri88
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 5

Class 10 Java Notes

1. Revision of Class IX Syllabus

1.1 Introduction to Object-Oriented Programming (OOP) Concepts


- Object-Oriented Programming is a programming paradigm that uses objects and classes.

- Key Principles of OOP:


* Encapsulation: Wrapping data and methods in a single unit (class).
* Inheritance: Reusing code by inheriting properties from another class.
* Polymorphism: Performing one task in multiple ways (e.g., method overloading).
* Abstraction: Hiding implementation details and showing only the essentials.

1.2 Elementary Concepts of Objects and Classes


- Class: A blueprint for creating objects.

- Object: An instance of a class, representing real-world entities.

1.3 Values and Data Types


- Primitive Data Types: `int`, `float`, `char`, `boolean`, etc.

- Composite Data Types: Arrays, classes.

- Example:
```java
int num = 10; // Primitive type
String name = "Java"; // Composite type
```

1.4 Operators in Java


- Arithmetic Operators: `+`, `-`, `*`, `/`, `%`.

- Relational Operators: `<`, `>`, `<=`, `>=`, `==`, `!=`.

- Logical Operators: `&&`, `||`, `!`.

1.5 Input in Java


- Use `Scanner` class for input:
```java
import java.util.Scanner;
Scanner sc = new Scanner(System.in);
int num = sc.nextInt();
```
1.6 Mathematical Library Methods
- `Math.sqrt(num)`: Square root.

- `Math.pow(a, b)`: a raised to the power b.

- `Math.abs(num)`: Absolute value.

1.7 Conditional Constructs


- **if-else**:
```java
if (num > 0) {
System.out.println("Positive");
} else {
System.out.println("Negative");
}
```

- **switch-case**:
```java
switch (day) {
case 1: System.out.println("Monday"); break;
default: System.out.println("Invalid");
}
```

1.8 Iterative Constructs (Loops)


- **for loop**:
```java
for (int i = 0; i < 5; i++) {
System.out.println(i);
}
```

- **while loop**:
```java
int i = 0;
while (i < 5) {
System.out.println(i);
i++;
}
```

1.9 Nested for Loops


- Loops inside loops:
```java
for (int i = 1; i <= 3; i++) {
for (int j = 1; j <= 3; j++) {
System.out.println(i + " " + j);
}
}
```

2. Class as the Basis of All Computation

2.1 Key Concepts


- Objects encapsulate:
* State: Defined by member variables (attributes).
* Behavior: Defined by member methods (functions).

- Class as Object Factory: A class is a template to create objects.

2.2 Variable Types


- Instance Variable: Belongs to an object.

- Class Variable: Shared by all objects.

- Local Variable: Declared inside a method.

2.3 Example
```java
class Student {
String name; // Instance variable
static int count = 0; // Class variable

void display() { // Method


System.out.println(name);
}
}
```

3. User-Defined Methods

3.1 Why Methods?


- Modularize code for reusability and readability.

3.2 Syntax
```java
returnType methodName(parameters) {
// body
}
```
3.3 Types
1. **Static Methods:** Accessed without creating an object.
```java
static void greet() {
System.out.println("Hello!");
}
```

2. **Non-static Methods:** Require an object to call.


```java
void greet() {
System.out.println("Hello!");
}
```

3.4 Method Overloading


- Same method name with different parameters:
```java
void add(int a, int b) { }
void add(int a, int b, int c) { }
```

4. Constructors

4.1 What is a Constructor?


- A special method that initializes objects.

4.2 Characteristics
- Same name as the class.

- No return type.

- Automatically called during object creation.

4.3 Types
1. **Default Constructor:** No parameters.

2. **Parameterized Constructor:** Takes parameters.

4.4 Example
```java
class Student {
String name;
Student(String name) {
this.name = name;
}
}
```

You might also like