This document discusses key concepts in object-oriented programming (OOP) including classes, objects, encapsulation, inheritance, and polymorphism. It defines classes as blueprints that define common variables and methods for objects. Objects are instances of classes that have state in variables and behaviors in methods. Encapsulation binds data and code together, while inheritance allows classes to inherit properties from other classes.
This document discusses key concepts in object-oriented programming (OOP) including classes, objects, encapsulation, inheritance, and polymorphism. It defines classes as blueprints that define common variables and methods for objects. Objects are instances of classes that have state in variables and behaviors in methods. Encapsulation binds data and code together, while inheritance allows classes to inherit properties from other classes.
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This document discusses key concepts in object-oriented programming (OOP) including classes, objects, encapsulation, inheritance, and polymorphism. It defines classes as blueprints that define common variables and methods for objects. Objects are instances of classes that have state in variables and behaviors in methods. Encapsulation binds data and code together, while inheritance allows classes to inherit properties from other classes.
Direitos autorais:
Attribution Non-Commercial (BY-NC)
Formatos disponíveis
Baixe no formato PPT, PDF, TXT ou leia online no Scribd
---------- FRP There are different types of programming techniques: 1. Unstructured Programming
2. Procedural Programming
3. Modular programming ( procedures
of a common functionality are grouped
together into separate modules.) 4. Object oriented programming. (organized around the objects .. This really cares about the object.) The first step in OOP is to identify all the objects you want to manipulate and how the relate each other. Once object is identified we generalize it as a class of objects. A real instance of class is called the object. A class is a collection of one or more variables possibly of different data types grouped together in a single file name. Object: Objects are key things in understanding object oriented languages. The best example for objects are the things which you around you. ( the table, chair, PC, your dog etc.,) An entity that has a well defined role in the application domain and has state, Behavior and identity. Real World objects have two characteristics: They have state and Behavior. For example the object Dog has state: ( Name, color, breed ) and the same has the behavior like (Barking, fetching etc.,). Another example is Bicycle has state (Gear, current pedal balance etc.,) and it has behavior like A software object maintains state in one or more variables. A variable is an item of data named by an identifier. Messages
Objects interact and communicate to
each other thro messages. When object A wants object B to perform one of the B’s methods it shall send a message to object B. Some time the receiving object needs more information about so that it exactly knows what to do… For example, when you want to change the gears on your bicycle, you have to indicate which gear you want. This The parts of the message are: 1. the object to which the message is addressed. ( Your bicycle) 2. Name of the method to be performed. ( Change Gears) 3. Any parameters needed by that method (lower Gear) These three are enough for the object to perform the desired job. No other context is required. Benefits of messages : Message passing supports all possible interaction between the objects. Objects need not be in Same process or Class: In real world, you often have many objects of the same kind. For example, your bicycle is just one of many bicycles in the world. Using OOPS we can say that your Bicycle is an instance of the class of objects known as “Bicycles” Bicycles have some state and behavior in Common. But, each bicycles state is independent of others and can be different. So, in OOPS its possible to have many objects of the same kind that share characteristics : Rectangles, Employee records etc., you can take the A class is a blue print that defines the variables and methods common to all objects of a certain kind. Features of OOPS: Abstraction: Abstraction is a process of describing some system in a way that highlights relevant information or suppresses irrelevant information. ( It’s a mechanism by which unwanted or irrelevant information can be hided). This makes understanding the process very easier. Encapsulation: Encapsulation is a process by which the contents of the class can be protected from outside interference and misuse. It is a way of binding data and code together. Encapsulation are clearly necessary for: 1. The need to clearly distinguish between Modularity is necessary to structure complex applications designed and implemented by team of programmers. Inheritance: This is a concept by which the properties of one entity is a variable to another. OOPS allows classes to be defined in terms of other classes…. For example, mountain Bikes, road bikes and tandems are all subclasses of Bicycle Class. However Subclasses are not limited to the states and behaviors provided to them by their Super class. Access Specifiers: 1. private . 2. Public. 3. Protected. Access Specifiers serves as a boundary between the accessible boundary and inaccessible boundary of the class. Static and Dynamic Binding: If the system determines how to implement an action at compile time it is called early binding or static binding. Static binding leads to run time efficiency since the compiler can optimize the code before executing it. If the decision is made dynamically at the run time then it is called late binding or Dynamic Binding. High flexibility and high level of problem abstraction is available here. Languages with OOP: