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2.1 Introduction to Object-Oriented Programming

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1 2.1 Introduction to Object-Oriented Programming

2 2.1.1 Procedural versus OOP languages
Procedural programming involves creating a sequence of instructions OOP uses a collection of interacting objects Functions are logically grouped, making enhancements easy OOP can model human problem-solving

3 2.1.2 Basic Java terminology
Object. contains data and instructions Class. blueprint for an object Attribute. describe the state of objects Data Type. describes what kind of information a certain attribute is Behavior. describe what objects can do Method. a set of instructions Inheritance. Some objects derive attributes and behaviors from other objects Encapsulation. Combining data and methods together

4 2.2 What are Objects? 2.2.1 Introduction to objects
Anything tangible or abstract that is relevent Objects can have attributes and behaviors Attributes describe the object Behaviors describe what the object can do

5 2.2.2 Classification of objects
User Interface objects Objects that the user interacts directly with Operating environment objects Provide services to other components Task Related objects Documents, multimedia, problem domain

6 2.2.3 Objects - identifying, defining, creating and operating on
Identifying – Requires needs assessment Defining – Classification, relationships, operations. The class keyword Creating – The constructor and the new keyword Operating – Using an object’s methods

7 2.2.7 Encapsulation To hide the details, package together
Access modifiers – public, private and protected

8 2.2.8 Object relationships Association Whole-part Inheritance
Objects know about each other Whole-part Existance of an object relies on another Inheritance Attributes & behaviors can be inherited

9 2.2.9 Inheritance

10 2.2.10 Object mutability and destruction
Some object attributes should be immutable, or unchangable To make an item immutable, use the final keyword The JVM automatically releases memory when objects are no longer required The garbage collector will reclaim memory by objects that are no longer referenced Garage collection is not controllable

11 2.3.1 Modeling languages and symbols
Unified Modeling Language (UML) standardizes symbols & terminology for diagramming objects

12 2.3.2 Basic Class symbol Rectangle represents a class of objects
3 compartments: Name, attributes , and operations or methods Symbols indicate accessibility

13 2.4.1 Class definition Defined by using the class keyword
Public classes defined in separate files Filename must be the same as the class name public class Person { private String name; public Person(String theName) { name = theName; }

14 2.4.2 Creating objects Constructor methods are called when an object is created All object data is stored in memory Variables are a reference to the memory location

15 2.4.3 Object methods Mutator – Changes object data
Accessor – Retrieves object data Methods with no arguments Methods that require arguments Method return values – Provide a result to the caller

16 2.5.1 System class Data stored by an object is member data
Data present in an object’s methods is called local or temporary data Java.lang.System is a pre-defined object that can be used to perform system tasks System.out.println(“Hello World!”);


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