This document provides an introduction to object-oriented programming (OOP). It discusses key OOP concepts like enabling code reuse through inheritance and modifying existing code more easily. While OOP became popular in the 1980s, its origins date back to the Simula programming languages from the 1960s. OOP provides clear modular structures, makes code maintenance and modification easier, and offers a framework for code libraries. The document also defines important OOP terminology like classes, objects, encapsulation, abstraction, inheritance, polymorphism and distinguishes between abstraction and encapsulation.
This all is about the object oriented programming in c++ language. It includes the importent components of oops , related terminologies and the related details.
This Powerpoint presentation covers following topics of C Plus Plus:
Features of OOP
Classes in C++
Objects & Creating the Objects
Constructors & Destructors
Friend Functions & Classes
Static data members & functions
This all is about the object oriented programming in c++ language. It includes the importent components of oops , related terminologies and the related details.
This Powerpoint presentation covers following topics of C Plus Plus:
Features of OOP
Classes in C++
Objects & Creating the Objects
Constructors & Destructors
Friend Functions & Classes
Static data members & functions
Introduction to Object Oriented ProgrammingMoutaz Haddara
An Introduction to Object-Oriented Programming (OOP)
Download the presentation to view it correctly, as it has some animations that won't show here.
If you have any questions, please contact me. You are free to use it this presentation, but it would be nice at least to give me some credit :)
Content:
1- History of Programming
2. Objects and Classes
3- Abstraction, Inheritance, Encapsulation, and Polymorphism
Introduction to Object Oriented ProgrammingMoutaz Haddara
An Introduction to Object-Oriented Programming (OOP)
Download the presentation to view it correctly, as it has some animations that won't show here.
If you have any questions, please contact me. You are free to use it this presentation, but it would be nice at least to give me some credit :)
Content:
1- History of Programming
2. Objects and Classes
3- Abstraction, Inheritance, Encapsulation, and Polymorphism
Step by step description of how to implement a class and how Objects use in a class. You
can use these Concepts in Java, .Net and Php for software or website development.
oops concept in java | object oriented programming in javaCPD INDIA
object oriented programming is a key concept for the development of application in windows as well as web based application environment. oops concept maps real world through its concept of classes, objects, inheritance, polymorphism which help in making a robust application.
UML stands for Unified Modelling Language.
UML is a standard language for specifying, visualizing, constructing, and documenting a system in which software represents the most significant part.
UML is different from the other common programming languages like C++, Java, COBOL etc.
UML is a pictorial language used to make software blue prints.
UML can serve as a central notation for software development process. Using UML helps project teams communicate, explore potential designs, and validate the architectural designs of software.
UML diagrams are made using notation of things and relationships.
The building blocks of UML can be defined as:
Things
Relationships
Diagrams
Things: Things are the most important building blocks of UML. Things can be:
Structural
Behavioral
Grouping
Annotational
The Structural things define the static part of the model. They represent physical and conceptual elements. Following are the brief descriptions of the structural things.
Class: Class represents set of objects having similar responsibilities.
Interface: Interface defines a set of operations which specify the responsibility of a class.
Collaboration: Collaboration defines interaction between elements.
Use case: Use case represents a set of actions performed by a system for a specific goal.
Component: Component describes physical part of a system.
Node: A node can be defined as a physical element that exists at run time.
A behavioral thing consists of the dynamic parts of UML models. Following are the behavioral things:
Interaction: Interaction is defined as a behavior that consists of a group of messages exchanged among elements to accomplish a specific task.
State machine: State machine is useful when the state of an object in its life cycle is important. It defines the sequence of states an object goes through in response to events. Events are external factors responsible for state change.
If you're looking to land a technical job, then you already know that the interview process can be rigorous and challenging. That's why we've created an eBook that focuses on the Top 30 Technical Interview Questions that you're likely to face during the interview process.
Our eBook is a comprehensive guide that covers all the technical aspects of the interview, including software development, database administration, system administration, and much more. With each question, we've included a detailed explanation of the concept and a step-by-step solution to help you answer the question with confidence.
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Object-Oriented Programming in Java
Java is a well-liked programming language that may be used to create a wide range of applications, from straightforward desktop programs to intricate web programs. It is an object-oriented programming language that enables programmers to create modular, reusable code, making it simple to maintain and update.
We shall look at the fundamentals of Java object-oriented programming in this tutorial. The fundamentals of object-oriented programming in Java, oops concepts such as classes and objects, inheritance, polymorphism, and encapsulation will all be covered. You will have a solid understanding of object-oriented programming in Java and how to use it to create robust and scalable programs at the end of this article.
Introduction to OOPs concept
Object-oriented programming in Java is a programming paradigm that revolves around objects. An object is a real-world entity that has a set of attributes and behaviors. In Java, even basic data types like integers and booleans are considered objects.
In OOPS, a program is designed by creating objects that interact with each other to perform tasks. Objects have attributes that define their properties and methods that define their behavior.
In Java, we create classes, which are templates that define the attributes and behaviors of objects. A class can be compared to an object creation blueprint. Once a class is defined, objects can be created based on that class.
Principles of Object-Oriented Programming
There are four main principles of object-oriented programming:
a. Abstraction
Abstraction is the process of hiding complex details and providing a simplified interface for the user. It helps developers to create simpler and more understandable models of a complex system, by just exposing only the required features and not the implementation part. In Java, abstraction can be achieved using interfaces and abstract classes.
b. Encapsulation
Encapsulation is the process of hiding the internal details of an object and providing a public interface for accessing and modifying the object. It helps in maintaining the integrity of the object and ensures that its internal state cannot be modified by external code. In Java, encapsulation can be achieved using access modifiers such as public, private, and protected.
Got confused between Abstraction and Encapsulation?
Abstraction is about simplifying the complexity of a system by focusing on its essential features, while encapsulation is about protecting the integrity of an object by hiding its internal details.
c. Inheritance
The process of creating a new class from an existing one is called Inheritance. The new class inherits the attributes and behaviors of the existing class and can add additional attributes and behaviors. This helps in reducing code duplication, promoting code reuse, and making the code more modular and maintainable. In Java, the extend keyword is useful for achieving inheritance.
d. Polymorphism
The ability of an
A Survey of Object Oriented Programming LanguagesMaya Hris.docxdaniahendric
A Survey of Object Oriented Programming Languages
Maya Hristakeva, RadhaKrishna Vuppala
Univ. of California, Santa Cruz
{mayah,vrk}@soe.ucsc.edu
1 Abstract
Object-oriented programming has become a very important programming paradigm of our times.
From the time it was brought into existence by Simula, object-oriented programming has seen wide
acceptance. Object-oriented programming languages (OOPLs) directly support the object notions of
classes, inheritance, information hiding (encapsulation), and dynamic binding (polymorphism). There
is a wide variety of implementations for each of these concepts, and there is no general agreement as to
how a particular concept must be interpreted. This survey takes a detailed look at some of the concepts
considered fundamental to object-orientation, namely inheritance and polymorphism. Different aspects
of inheritance and polymorphism are implemented in various popular OOPLs. We conclude with the
observation that there is still lot of work to be done to reach a common ground for these crucial features
of OOPLs. This survey presents a detailed comparison of Java, C++, C# , Eiffel, Smalltalk, Ruby and
Python in terms of their inheritance and polymorphism implementations. The paper also presents a
compilation of the observations made by several earlier surveys [1, 27].
2 Introduction
There is a big variety of programming languages catering to various kinds of development require-
ments. Three of the main categories are procedural languages (e.g. C, Pascal, etc.), functional languages
(e.g. Haskel, Ocaml, etc.), and object-oriented programming languages (e.g. C++, Java, etc.). The
object-oriented design paradigm has been popular for quite some time owing its success to the powerful
features it offers for making program development easy and robust. OOPLs, such as C++ and Java,
offer an intuitive way of developing programs and provide powerful features for supporting the program
development. While languages like C can be used to develop programs that follow an object-oriented
design, the support of features such as inheritance, encapsulation, strong type support, exception han-
dling, etc. in the OOPLs make them more suitable for such development.
While the object-oriented programming paradigm provides a more intuitive way of programming, it
is also has complexities. This is due to the various complex features that the paradigm offers. OOPLs
differ widely in the way they implement features that are associated with the object design. For example,
some languages support multiple inheritance while some languages consider it a bad feature. In this sur-
vey we discuss the various features of object-oriented programs and how the languages we considered
1
(Java, C++, C# , Eiffel, Smalltalk, Ruby and Python) differ in implementing these features.
The survey is organized as follows. The Section 3 describes in detail the key concepts of OOPLs. Sec-
tion 4 presents a brief historical view of the OOPLs and gives a ...
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2. OOP CONCEPT
Enable programmers to create modules that do not
need to be changed when a new type of object is
added.
Programmer can simply create a new object that
inherits many of its features from existing objects
Makes object-oriented programs easier to modify
2
3. HISTORY OF OOP
Many people believe that OOP is a product of the
1980s (Bjarne Stroustrup).
Actually, SIMULA 1 (1962) and Simula 67 (1967)
[earliest object-oriented languages]
The work on the Simula languages (Ole-John Dahl
and Kristen Nygaard) at the Norwegian Computing
Center in Oslo, Norway.
Most of the advantages of OOP available in the
earlier Simula languages, it wasn't until C++
became entrenched in the 1990s that OOP began
to flourish.
3
4. ADVANTAGES OF USING OOP
OOP provides a clear modular structure for
programs which makes it good for
defining abstract data types where implementation
details are hidden and the unit has a clearly defined
interface.
OOP makes it easy to maintain and modify existing
code as new objects can be created with small
differences to existing ones.
OOP provides a good framework for code libraries
where supplied software components can be easily
adapted and modified by the programmer.
4
5. TERMINOLOGIES OF OOP
Classes
Object
Encapsulation
Data Abstraction
Inheritance
Polymorphism
5
6. CLASSES
A collection of objects of a similar type.
Once a class is defined, any number of objects can
be created which belong to that class.
A class is a blueprint, or prototype, that defines the
variables and the methods common to all objects of
a certain kind.
6
7. OBJECT
An instance of a class.
A class must be instantiated into an object before it
can be used in the software.
A software bundle of related state and behavior.
More than one instance of the same class can be in
existence at any one time.
7
8. ENCAPSULATION
Storing data and functions in a single unit
(class).
Mechanism that binds together code and
data in manipulates.
Keeps both safe from outside interference
and misuse.
Data cannot be accessible to the outside
world and only those functions which are
stored in the class can access it.
8
9. DATA ABSTRACTION
Abstraction refers to the act of representing
essential features without including the background
details or explanations.
Classes use the concept of abstraction and are
defined as a list of abstract attributes.
9
10. INHERITANCE
Provides a powerful and natural mechanism for
organizing and structuring your software.
This section explains how classes inherit state and
behavior from their superclasses, and explains how
to derive one class from another using the simple
syntax provided by the Java programming
language.
10
11. POLYMORPHISM
The ability to take more than one form.
An operation may exhibit different behaviors in
different instances.
The behavior depends on the data types used in
the operation.
In general, polymorphism means “one interface,
multiple method”
Reduce complexity by allowing the same
interface to be used to specify a general class of
action.
11
12. DISTINGUISH BETWEEN ABSTRACTION AND
ENCAPSULATION
ABSTRACTION ENCAPSULATION
Refers to showing only the
necessary details to the intended
user
Means to hide (data hiding).
Wrapping, just hiding
properties and methods.
Used in programming languages
to make abstract class.
Used for hide the code and
data in a single unit to protect
the data from the outside the
world.
Abstraction is implemented using
interface and abstract class
Encapsulation is
implemented using private
and protected access
modifier. 12
13. EXAMPLES
ABSTRACTION
ENCAPSULATION
Class Encapsulation
{
private int marks;
public int Marks
{
get { return marks; }
set { marks = value;}
}
}
abstract class Abstraction
{
public abstract void
doAbstraction();
}
public class AbstractionImpl:
Abstraction
{
public void doAbstraction()
{
//Implement it
}
}
13
14. DIFFERENCES
Structured Programming OOP
Follow top-down approach to
program design.
Follow bottom-up approach in
program design.
Data and Functions don’t tide with
each other.
Functions and data are tide
together.
Large programs are divided into
smaller self contained program
segment known as functions.
Programs are divided into entity
called Objects.
Data moves openly around the
system from function to function.
Data is hidden and can’t be
accessed by the external world
Functions are dependent so
reusability is not possible
Functions are not dependent so
reusability is possible 14
15. END~
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15
Editor's Notes
type of programming in which programmers define not only the data type of a data structure, but also the types of operations (functions) that can be applied to the data structure. In this way, the data structure becomes an object that includes both data and functions. In addition, programmers can create relationships between one object and another. For example, objects
A class is a blueprint or prototype from which objects are created. This section defines a class that models the state and behavior of a real-world object. It intentionally focuses on the basics, showing how even a simple class can cleanly model state and behavior.