OOPS concepts in Java include class, object, abstraction, encapsulation, inheritance, and polymorphism. A class defines the blueprint for objects and includes fields and methods. An object is an instance of a class with a state and behavior. Abstraction hides unnecessary details, encapsulation binds data to methods that access it, inheritance allows classes to inherit features of other classes, and polymorphism allows the same message to be interpreted in different ways.
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Java Basics2 (OOPS in Java)
OOPS concepts in Java include class, object, abstraction, encapsulation, inheritance, and polymorphism. A class defines the blueprint for objects and includes fields and methods. An object is an instance of a class with a state and behavior. Abstraction hides unnecessary details, encapsulation binds data to methods that access it, inheritance allows classes to inherit features of other classes, and polymorphism allows the same message to be interpreted in different ways.
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OOPS in JAVA
OOPS Concepts in Java
OOPS in JAVA • Class • Object • Abstraction • Encapsulation • Inheritance • Polymorphism • Methods • Message Passing OOPS in JAVA • Object-Oriented Programming or OOPs refers to languages that uses objects in programming. Object-oriented programming aims to implement real-world entities like inheritance, data-hiding, polymorphism etc in programming. The main aim of OOP is to bind together the data and the functions that operate on them so that no other part of the code can access this data except that function. • OOPs in Java organizes a program around the various objects and well-defined interfaces. The OOPs Concepts in Java are abstraction, encapsulation, inheritance, and polymorphism. These concepts aim to implement real-world entities in programs. Class • A class is a user defined blueprint or prototype from which objects are created. It represents the set of properties or methods that are common to all objects of one type. Classes are like object constructors for creating objects. The collection of objects is said to be a class. Classes are said to be logical quantities. Classes don’t consume any space in the memory. Class is also called a template of an object. Classes have members which can be fields, methods and constructors. A class has both static and instance initializers. Class • A class declaration consists of: • Modifiers: Can be public or default access. • Class name: Initial letter. • Superclass: A class can only extend (subclass) one parent. • Interfaces: A class can implement more than one interface. • Body: Body surrounded by braces, { }. Class • A class keyword is used to create a class. A simplified general form of the class: • class Example{ • The variables or data defined within a class are called as instance variables. Code is always contained in the methods. Therefore, the methods and variables defined within a class are called members of the class. All the methods have the same form as main () these methods are not specified as static or public. Object • Object is a basic unit of Object Oriented Programming and represents the real life entities. A typical Java program creates many objects, which as you know, interact by invoking methods. An object consists of: • State : It is represented by attributes of an object. It also reflects the properties of an object. • Behavior : It is represented by methods of an object. It also reflects the response of an object with other objects. • Identity : It gives a unique name to an object and enables one object to interact with other objects. Object • Method: A method is a collection of statements that perform some specific task and return result to the caller. A method can perform some specific task without returning anything. Methods allow us to reuse the code without retyping the code. In Java, every method must be part of some class which is different from languages like C, C+ + and Python. Methods are time savers and help us to reuse the code without retyping the code. Object • Message Passing: • Objects communicate with one another by sending and receiving information to each other. A message for an object is a request for execution of a procedure and therefore will invoke a function in the receiving object that generates the desired results. Message passing involves specifying the name of the object, the name of the function and the information to be sent. Abstraction • Data Abstraction is the property by virtue of which only the essential details are displayed to the user. The trivial or the non-essentials units are not displayed to the user. Ex: A car is viewed as a car rather than its individual components. • Data Abstraction may also be defined as the process of identifying only the required characteristics of an object ignoring the irrelevant details. The properties and behaviours of an object differentiate it from other objects of similar type and also help in classifying/grouping the objects. Abstraction • Consider a real-life example of a man driving a car. The man only knows that pressing the accelerators will increase the speed of car or applying brakes will stop the car but he does not know about how on pressing the accelerator the speed is actually increasing, he does not know about the inner mechanism of the car or the implementation of accelerator, brakes etc in the car. This is what abstraction is. In java, abstraction is achieved by interfaces and abstract classes. We can achieve 100% abstraction using interfaces. Encapsulation • It is defined as the wrapping up of data under a single unit. It is the mechanism that binds together code and the data it manipulates. Another way to think about encapsulation is, it is a protective shield that prevents the data from being accessed by the code outside this shield. • Technically in encapsulation, the variables or data of a class is hidden from any other class and can be accessed only through any member function of own class in which they are declared. • As in encapsulation, the data in a class is hidden from other classes, so it is also known as data-hiding. Encapsulation • Encapsulation can be achieved by Declaring all the variables in the class as private and writing public methods in the class to set and get the values of variables. • Encapsulation is achieved by declaring the variables as private and providing public setter and getter methods to modify and view the variable values. In encapsulation, the fields of a class are made read- only or write-only. This method also improves the re-usability. Encapsulated code is also easy to test for unit testing. Inheritance • Inheritance is the mechanism in java by which one class is allow to inherit the features(fields and methods) of another class. • Super Class: The class whose features are inherited is known as superclass(or a base class or a parent class). • Sub Class: The class that inherits the other class is known as subclass(or a derived class, extended class, or child class). The subclass can add its own fields and methods in addition to the superclass fields and methods. • 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. Polymorphism • Polymorphism refers to many forms, or it is a process that performs a single action in different ways. It occurs when we have many classes related to each other by inheritance. Polymorphism is of two different types, i.e., compile- time polymorphism and runtime polymorphism. One of the examples in Compile time polymorphism is that when we overload a static method in java. Run time polymorphism is also called a dynamic method dispatch is a method in which a call to an overridden method is resolved at run time rather than compile time. In this method, the overridden method is always called through the reference variable. By using method overloading and method overriding, we can perform polymorphism. Generally, the concept of polymorphism is often expressed as one interface, multiple methods. This reduces complexity by allowing the same interface to be used as a general class of action.