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Transcript
By : Robert Apeldorn
What is OOP?

Object-oriented programming is a
programming paradigm that uses “objects”
to design applications and computer
programs
Terms needed to know

Class
 blueprint or prototype from which objects are created

Object
 data structures consisting of data fields and methods together
with their interactions

Inheritance
 "Subclasses" are more specialized versions of a class, which
inherit attributes and behaviors from their parent classes, and
can introduce their own.

Interface
 group of related methods with empty bodies

Package
 namespace that organizes a set of related classes and interfaces
Objects


An object stores its
state in fields and
exposes its behavior
through methods
Methods operate on an
object's internal state
and serve as the
primary mechanism
for object-to-object
communication
Example of a bicycle
Pros with Objects

Modularity
 The source code for an object can be written and maintained
independently of the source code for other objects

Information-hiding
 By interacting only with an object's methods, the details of its
internal implementation remain hidden from the outside world

Code re-use
 If an object already exists, you can use that object in your
program. This allows specialists to implement/test/debug
complex, task-specific objects, which you can then trust to run
in your own code

Pluggability and debugging ease
 If a particular object turns out to be problematic, you can simply
remove it from your application and plug in a different object as
its replacement
Classes
The basic structure of Java programs with user defined
classes:
public class ClassName
{
public static void main(String[] args)
{
program statements
}
user defined methods
}
user defined classes

Class Definitions

Constructors
 special block of statements called when an object
is created, either when it is declared or when it is
dynamically constructed on the heap through the
keyword “new”

Methods
 consists of a sequence of programming
statements to perform an action

Field
 data member of the class
Different Class Modifiers

Public
 Can be accessed outside the program

Private
 Cannot be accessed outside of the current class

Protected
 A subclass can directly access a superclass
 Ex) subclass square can access class shape
Example of a Class
class Bicycle {
int cadence = 0;
int speed = 0;
int gear = 1;
void changeCadence(int newValue) {
cadence = newValue;
}
void changeGear(int newValue) {
gear = newValue;
}
void speedUp(int increment) {
speed = speed + increment;
}
void applyBrakes(int decrement) {
speed = speed - decrement;
}
void printStates() {
System.out.println("cadence:"+cadence+" speed:"+speed+" gear:"+gear);
}
}
Inheritance
How to use inheritance
Class MountainBike extends Bicycle
{
//properties of mountain bike
}
Interface example
public interface Bicycle {
void changeCadence(int newValue); // wheel
revolutions per minute
void changeGear(int newValue);
void speedUp(int increment);
void applyBrakes(int decrement);
}
How to implement the interface
Class ACMEBicycle implements Bicycle
{
// remainder of this class implemented
as before
}
Sources

“Java OOP basics”
 http://www.cs.drexel.edu/~knowak/cs265_fall_2
009/java_OOP_and_%20inheritance.pdf

The Java Tutorials. Trail: Learning the Java
Language. Oct 19, 2009.
<http://java.sun.com/docs/books/tutorial/jav
a/index.html>