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Introduction To Object-Oriented Programming and Software Development

This document introduces object-oriented programming concepts. It defines classes and objects, and how they are graphically represented. It describes how objects are instances of classes, and how messages are sent to objects by calling their methods. It also discusses class and instance data values, inheritance between classes, and the software development lifecycle.

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

Introduction To Object-Oriented Programming and Software Development

This document introduces object-oriented programming concepts. It defines classes and objects, and how they are graphically represented. It describes how objects are instances of classes, and how messages are sent to objects by calling their methods. It also discusses class and instance data values, inheritance between classes, and the software development lifecycle.

Uploaded by

colleeb
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 19

INTRODUCTION TO OBJECT-ORIENTED PROGRAMMING

AND SOFTWARE DEVELOPMENT


Lesson Objectives

After you have read and studied this lesson, you should be
able to:
• Name the basic components of object-oriented programming
• Differentiate classes and objects.
• Differentiate class and instance methods.
• Differentiate class and instance data values.
• Draw program diagrams using icons for classes and objects
• Describe significance of inheritance in object-oriented programs
• Name and explain the stages of the software lifecycle
Classes and Objects

 Object-oriented programs use objects.


 An object is a thing, both tangible and intangible. Account,
Vehicle, Employee, etc.
 To create an object inside the computer program, we must
provide a definition for objects—how they behave and what
kinds of information they maintain —called a class.
 An object is called an instance of a class.
Graphical Representation of a Class

<Class Name>
We use a rectangle to
represent a class
with its name
appearing inside the
rectangle.

Example: Account Motorcycle

The notation we used here is based on the industry standard notation


called UML, which stands for Unified Modeling Language.
Graphical Representation of a Class

We use a rectangle to
represent an object and
<Object Name> place the underlined
name of the object
inside the rectangle.

Example:

This is an object named


SV198 SV198.
An Object with the Class Name

This notation indicates


<Object Name> : <Class Name> the class which the
object is an instance.

Example:

This tells an object


SV198 : BankAccount SV198 is an instance of
the BankAccount
class.
Messages and Methods

 To instruct a class or an object to perform a task, we send a


message to it.
 You can send a message only to the classes and objects that
understand the message you sent to them.
 A class or an object must possess a matching method to be
able to handle the received message.
 A method defined for a class is called a class method, and a method
defined for an object is called an instance method.
 A value we pass to an object when sending a message is
called an argument of the message.
Sending a Message

Message deposit with


the argument 250.00 is
sent to a BankAccount
object SV198.

deposit 250.00
SV198 : BankAccount
Sending a Message and Getting an Answer

Ask for the current


balance of this
particular account.

getCurrentBalance()
SV198 : BankAccount

current balance

The current balance of


SV198 is returned.
Calling a Class Method

Ask for the maximum


possible speed for all
MobileRobot objects is
returned.

MobileRobot
getMaximumSpeed()

maximum speed
Class and Instance Data Values

 An object is comprised of data values and methods.


 An instance data value is used to maintain information specific to
individual instances. For example, each BankAccount object
maintains its balance.
 A class data value is used to maintain information shared by all
instances or aggregate information about the instances.
 For example, minimum balance is the information shared by all Account
objects, whereas the average balance of all BankAccount objects is an
aggregate information.
Sample Instance Data Value

SV129 : BankAccount SV098 : BankAccount SV211 : BankAccount

current balance current balance current balance


908.55 1304.98 354.00

All three BankAccount


The actual dollar
objects possess the
amounts are, of course,
same instance data
different.
value current balance.
Sample Class Data Value

BankAccount
minimum balance There is one copy of
minimum balance for
100.00 the whole class and
shared by all instances.

This line is an
instance-of
relationship.

SV129 : BankAccount SV098 : BankAccount SV211 : BankAccount

current balance current balance current balance


908.55 1304.98 354.00
Object Icon with Class Data Value

SV129 : BankAccount

minimum balance When the class icon is


100.00 not shown, we
include the class data
current balance value in the object
908.55 icon itself.
Inheritance

 Inheritance is a mechanism in OOP to design two or


more entities that are different but share many
common features.
 Features common to all classes are defined in the
superclass.
 The classes that inherit common features from the
superclass are called subclasses.
 We also call the superclass an ancestor and the subclass a
descendant.
A Sample Inheritance

• Here are the superclass Account and its subclasses


Savings and Checking.
Account

Checking Savings
Inheritance Hierarchy

• An example of inheritance hierarchy among different


types of students.
Student

Graduate Undergrad

Masters Doctoral Law Commuting Resident


Software Engineering

 Much like building a skyscraper, we need a


disciplined approach in developing complex software
applications.

 Software engineering is the application of a


systematic and disciplined approach to the
development, testing, and maintenance of a program.

 In this class, we will learn how to apply sound software


engineering principles when we develop sample programs.
Software Life Cycle

 The sequence of stages from conception to operation


of a program is called software life cycle.
 Five stages are

1. Analysis
2. Design
3. Coding
4. Testing
5. Operation and
Maintenance

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