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INTRODUCTION
TO OOP
LECTURE 1:
DCIT 50
TOPIC AND SCOPE:
Programming Paradigm
The 6 key concepts of OOP
LEARNING OBJECTIVE:
to understand and have an overview of the
course and java in object oriented
programming
PROGRAMMING PARADIGM
Programming
Paradigm is how you
write or organize your
codes.
It’s not always the syntax
part but it is how you
structure your code.
PROCEDURAL VS OBJECT-ORIENTED
PROGRAMMING
PROCEDURAL PROGRAMMING
is a style of programming in which the problem is broken
down into a series called procedures. In this type of
programming, you are writing a sequential series of
execution steps/tasks.
The code execution is “Top to Bottom” and you do not
organize your code logically, but instead you just execute
steps after steps.
OBJECT-ORIENTED PROGRAMMING
Object-Oriented Programming breaks down a programming
task into a series of entities or objects.
You will organize your data and logic in objects, ‘real world’
objects.
OBJECT-ORIENTED PROGRAMMING
OOP is a type of programming in which programmers define
not only the data structures , but also the types of operations
(methods) that can be applied to the data structure.
One of the advantages of using OOP as your programming
paradigm is code reusability. OOP enables programmers to
create modules that do not need to be changed when a
new type of object is added.
Objects
Data Encapsulation
Public Interface
Class
Inheritance
Polymorphism
THE 6 KEY CONCEPTS OF OOP
OBJECTS
Real-world objects share
two characteristics − They all
have state and behavior.
An object stores its
information in attributes
and discloses its behavior
through methods.
A class is a group of objects that has mutual methods. It
can be considered as the blueprint using which objects are
created.
Classes being passive do not communicate with each other
but are used to instantiate objects that interact with each
other.
CLASS
To explain the concept of class and objects, take a look at the
diagram below:
We have here a class named ‘Mobile Phones’, we also have brands of mobile phones such as
Iphone, Samsung and Xiaomi. These three brands are the objects from the class ‘Mobile Phones’.
Attributes are basically the variables in programming while methods are obviously the skills or
things that it can do.
Hiding the implementation details of the class from the
user through an object’s methods is known as data
encapsulation.
In object oriented programming, it binds the code and the
data together and keeps them safe from outside
interference.
DATA ENCAPSULATION
The point where the software
entities interact with each
other either in a single
computer or in a network is
known as pubic interface. This
help in data security.
PUBLIC INTERFACE
INHERITANCE
Inheritance as in general
terms is the process of
acquiring properties.
In OOP one object inherit the
properties of another object.
POLYMORPHISM
Polymorphism is the process of using same method name
by multiple classes and redefines methods for the derived
classes.
HISTORY OF JAVA
FEATURES OF JAVA
ACTIVITY #1 (INFOGRAPHIC)
SAMPLE INFORGRAPHIC ->
CREATE / DESIGN AN INFOGRAPHIC
ABOUT THE FF:

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Lecture_1___Introduction_to_OOP.pdf.pdf

  • 2. TOPIC AND SCOPE: Programming Paradigm The 6 key concepts of OOP LEARNING OBJECTIVE: to understand and have an overview of the course and java in object oriented programming
  • 3. PROGRAMMING PARADIGM Programming Paradigm is how you write or organize your codes. It’s not always the syntax part but it is how you structure your code.
  • 5. PROCEDURAL PROGRAMMING is a style of programming in which the problem is broken down into a series called procedures. In this type of programming, you are writing a sequential series of execution steps/tasks. The code execution is “Top to Bottom” and you do not organize your code logically, but instead you just execute steps after steps.
  • 6.
  • 7. OBJECT-ORIENTED PROGRAMMING Object-Oriented Programming breaks down a programming task into a series of entities or objects. You will organize your data and logic in objects, ‘real world’ objects.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12. OBJECT-ORIENTED PROGRAMMING OOP is a type of programming in which programmers define not only the data structures , but also the types of operations (methods) that can be applied to the data structure. One of the advantages of using OOP as your programming paradigm is code reusability. OOP enables programmers to create modules that do not need to be changed when a new type of object is added.
  • 14. OBJECTS Real-world objects share two characteristics − They all have state and behavior. An object stores its information in attributes and discloses its behavior through methods.
  • 15. A class is a group of objects that has mutual methods. It can be considered as the blueprint using which objects are created. Classes being passive do not communicate with each other but are used to instantiate objects that interact with each other. CLASS
  • 16. To explain the concept of class and objects, take a look at the diagram below: We have here a class named ‘Mobile Phones’, we also have brands of mobile phones such as Iphone, Samsung and Xiaomi. These three brands are the objects from the class ‘Mobile Phones’. Attributes are basically the variables in programming while methods are obviously the skills or things that it can do.
  • 17. Hiding the implementation details of the class from the user through an object’s methods is known as data encapsulation. In object oriented programming, it binds the code and the data together and keeps them safe from outside interference. DATA ENCAPSULATION
  • 18. The point where the software entities interact with each other either in a single computer or in a network is known as pubic interface. This help in data security. PUBLIC INTERFACE
  • 19. INHERITANCE Inheritance as in general terms is the process of acquiring properties. In OOP one object inherit the properties of another object.
  • 20. POLYMORPHISM Polymorphism is the process of using same method name by multiple classes and redefines methods for the derived classes.
  • 21. HISTORY OF JAVA FEATURES OF JAVA ACTIVITY #1 (INFOGRAPHIC) SAMPLE INFORGRAPHIC -> CREATE / DESIGN AN INFOGRAPHIC ABOUT THE FF: