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Object Oriented Programming
Rajasekaran. S
Assistant Professor
Dept of IT
Git Hub: https://github.com/rajasekaranap/CS8382-OOPS
CS8382
Course Overview
Unit 1 INTRODUCTION TO OOP AND JAVA FUNDAMENTALS
Unit 2 INHERITANCE AND INTERFACES
Unit 3 EXCEPTION HANDLING AND I/O
Unit 4 MULTITHREADING AND GENERIC PROGRAMMING
Unit 5 EVENT DRIVEN PROGRAMMING
What you need?
 A computer with java installed.
 A decent internet connection for your
reference.
 Text editor of your choice.
 IDE eclipse preferred.
 A book that help’s you when you are in
offline.
Object Oriented Programming
 It is a software design methodology.
 It is a software programming model
that constructed based on objects.
 It aims to implement real world entities
in programming.
OOP Languages
 The programming languages that follows the oops
principles is known as object oriented programming
languages.
 Keep in mind every programming language is created
for a purpose.
 Java is on of the general purpose object oriented
programming language.
 Languages that follows oops principles other than java.
 Simula, C++, Python … etc
OBJECT
 Object is specific instance of a class.
 It is often referred as a “Real world Entity”.
 It lives in computer memory.
 It has real values.
 Objects of the same class need not be a same.
 Shares similarity with attributes but differs
with values.
Example of an Object
Properties Methods
Colour Start, Stop
Transmission Type Accelerate
Max Speed Change Transmission
CLASS
 It is template definitions of methods and variable.
 Class is blue print of Object.
 Class should be instantiated before using.
 It is used to describe more than one object.
 A class is an extensible program-code-template
for creating objects.
 Classes are help us to create multiple objects
from them.
Car Class
 List the differences between above
cars.
4 Principles of OOP
OOPS
AbstractionAbstraction EncapsulationEncapsulation
PolymorphismPolymorphismInheritanceInheritance
ABSTRACTION
 It is used to manage the complexity of
the program.
 Hiding unwanted information from
users.
 Hiding internal working mechanism
from user.
Abstract Car
 How much user must know about the
car for safe operations?
ENCAPSULATION
 It is containment of code and data together.
 It is used to protect the unnecessary
external access of code and data from
other source.
 Parts of the program wrapped individually
without affecting each other.
Encapsulated Car
 Ex : Individual System’s in a typical car.
 The Transmission System and Music System is
independent to each other.
 Transmission System.
 Engine Speed
 Gear Ratio Change.
 Clutch On/Off.
 Music System.
 Play/Stop
 Album Change
 Source Change [AUX/CD/USB]
INHERITANCE
 Reuse the code.
 Sharing the characteristics or properties
among the objects.
 Parent and Child Relation
 Support the Hierarchical classification
Inherited Car
 Think about similarities and
differences.
POLYMORPHISM
 Taking more than one form.
 it describes the concept that objects of
different types can be accessed through the
same interface.
 Same object act’s differently according to
the situation.
Polymorphic Steer Wheel
[Car vs Aircraft]
Thank You !!!
Rajasekaran S
AP/IT
KGISL Institute of Technology
email:proffraja@gmail.com

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Cs8392 u1-1-oop intro

  • 1. Object Oriented Programming Rajasekaran. S Assistant Professor Dept of IT Git Hub: https://github.com/rajasekaranap/CS8382-OOPS CS8382
  • 2. Course Overview Unit 1 INTRODUCTION TO OOP AND JAVA FUNDAMENTALS Unit 2 INHERITANCE AND INTERFACES Unit 3 EXCEPTION HANDLING AND I/O Unit 4 MULTITHREADING AND GENERIC PROGRAMMING Unit 5 EVENT DRIVEN PROGRAMMING
  • 3. What you need?  A computer with java installed.  A decent internet connection for your reference.  Text editor of your choice.  IDE eclipse preferred.  A book that help’s you when you are in offline.
  • 4. Object Oriented Programming  It is a software design methodology.  It is a software programming model that constructed based on objects.  It aims to implement real world entities in programming.
  • 5. OOP Languages  The programming languages that follows the oops principles is known as object oriented programming languages.  Keep in mind every programming language is created for a purpose.  Java is on of the general purpose object oriented programming language.  Languages that follows oops principles other than java.  Simula, C++, Python … etc
  • 6. OBJECT  Object is specific instance of a class.  It is often referred as a “Real world Entity”.  It lives in computer memory.  It has real values.  Objects of the same class need not be a same.  Shares similarity with attributes but differs with values.
  • 7. Example of an Object Properties Methods Colour Start, Stop Transmission Type Accelerate Max Speed Change Transmission
  • 8. CLASS  It is template definitions of methods and variable.  Class is blue print of Object.  Class should be instantiated before using.  It is used to describe more than one object.  A class is an extensible program-code-template for creating objects.  Classes are help us to create multiple objects from them.
  • 9. Car Class  List the differences between above cars.
  • 10. 4 Principles of OOP OOPS AbstractionAbstraction EncapsulationEncapsulation PolymorphismPolymorphismInheritanceInheritance
  • 11. ABSTRACTION  It is used to manage the complexity of the program.  Hiding unwanted information from users.  Hiding internal working mechanism from user.
  • 12. Abstract Car  How much user must know about the car for safe operations?
  • 13. ENCAPSULATION  It is containment of code and data together.  It is used to protect the unnecessary external access of code and data from other source.  Parts of the program wrapped individually without affecting each other.
  • 14. Encapsulated Car  Ex : Individual System’s in a typical car.  The Transmission System and Music System is independent to each other.  Transmission System.  Engine Speed  Gear Ratio Change.  Clutch On/Off.  Music System.  Play/Stop  Album Change  Source Change [AUX/CD/USB]
  • 15. INHERITANCE  Reuse the code.  Sharing the characteristics or properties among the objects.  Parent and Child Relation  Support the Hierarchical classification
  • 16. Inherited Car  Think about similarities and differences.
  • 17. POLYMORPHISM  Taking more than one form.  it describes the concept that objects of different types can be accessed through the same interface.  Same object act’s differently according to the situation.
  • 19. Thank You !!! Rajasekaran S AP/IT KGISL Institute of Technology email:proffraja@gmail.com