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Object Oriented Programming
CS8382
Course Overview
Unit 1 INTRODUCTION TO OOPAND JA
V
AFUNDAMENTALS
Unit 2 INHERITANCEAND INTERFACES
Unit 3 EXCEPTION HANDLINGAND I/O
Unit 4 MULTITHREADINGAND 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
Abstraction Encapsulation
Polymorphism
Inheritance
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 datafrom 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]

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OOPS(CS8392)_Unit-I_Notes.ppt

  • 2. Course Overview Unit 1 INTRODUCTION TO OOPAND JA V AFUNDAMENTALS Unit 2 INHERITANCEAND INTERFACES Unit 3 EXCEPTION HANDLINGAND I/O Unit 4 MULTITHREADINGAND 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 Abstraction Encapsulation Polymorphism Inheritance
  • 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 datafrom 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.