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BASIC CONCEPTS OF OOP
 Objects
 Class
 Data Encapsulation
 Data Abstraction
 Inheritance
 Polymorphism
 Message Passing
Objects
Objects are the basic runtime entities in an object
oriented system. They may represent a person, a place, a
bank account, a table of data or any item that the
program has to handle .
OBJECTS: STUDENT
DATA
Name
Regno
Mark1
Mark2
Mark3
FUNTIONS
Total
Average
Display
Class
Object contains data, and code to manipulate that data.
The entire set of data and code of an object can be made a
user defined data type with the help of a class
CLASS: FRUIT
OBJECT: MANGO
A Class is a 3-Compartment Box encapsulating Data and
Functions
1. Classname (or identifier): identifies the class.
2. Data Members or Variables (or attributes, states, fields):
contains the static attributes of the class.
3. Member Functions (or methods, behaviors, operations):
contains the dynamic operations of the class.
Classname
Data Members
(Static Attributes)
Member Functions
(Dynamic Operations)
Data Encapsulation
 The wrapping up of data and functions into a single
unit is known as encapsulation.
 The data is not accessible to the outside world, only
those function which are wrapped in the can access it.
 These functions provide the interface between the
object’s data and the program.
 This insulation of the data from direct access by the
program is called data hiding or information hiding.
Data Abstraction
 Abstraction refers to the act of representing
essential features without including the
background details or explanations.
 Since classes use the concepts of data
abstraction, they are known as Abstract Data
Types (ADT)
Inheritance
 Inheritance is the process by which objects of one
class acquire the properties of objects of another class.
 In OOP, the concept of inheritance provides the idea
of reusability. This means we can add additional
features to an existing class without modifying it.
Polymorphism
 Polymorphism, a Greek term means to ability to take
more than one form.
 An operation may exhibits different behaviors in
different instances. The behavior depends upon the
type of data used in the operation.
 For example consider the operation of addition of two
numbers, the operation will generate a sum. If the
operands are string then the operation would produce a
third string by concatenation.
 The process of making an operator to exhibit
different behavior in different instances is known
operator overloading.
Message Passing
Message Passing in terms of computers is
communication between processes. It is
a form of communication used in object-
oriented programming as well as parallel
programming
Benefits of OOP
 OOP offers several benefits to both the program
designer and the user
 Through inheritance, we can eliminate redundant code
and extend the use of existing class
 We can build programs from the standard working
module the communicate with one another, rather than
having to start writing code from scratch. This leads
to saving of development time and higher productivity.
 those in the program.
 The principle of data hiding helps the programmer to
build and secure programs that cannot be invaded by
code in other parts of the program.
 It is possible to map objects in the problem domain to
those in the program.
 It is easy to partition the work in a project based on
objects.
 The data-centered design approach enables us to
capture more details of a model in implementable
form.
 Object-oriented systems can be easily upgraded from
small to large systems.
 Message passing techniques for communication
between objects makes the interface descriptions with
external systems much simpler.
 Software complexity can be easily managed.
Application of OOP
Real-business systems are often much more complex and
contain many more objects with complicated attributes
and methods. OOP is useful in these types of
applications because it can simplify a complex problem.
The promising areas for application of OOP include:
 Real-time systems
 Simulation and modeling
 Object-oriented databases
 Hypertext, hypermedia and expertext
 AI and expert systems
 Neural networks and parallel programmin
 Decision support and office automation systems
 CIM/CAM/CAD systems
QUESTION
1. Which feature of
OOP indicates code
reusability?
a) Abstraction
b) Polymorphism
c) Encapsulation
d) Inheritance
2. Which header file is
required in C++ to use
OOP?
a) OOP can be used
without using any
header file
b) stdlib.h
c) Iostream.h
d) Stdio.h
Questions
The feature by which one object can interact
with another object is __.
a) Message reading
b) Message passing
c) Data transfer
d) Data binding
4. What is encapsulation in OOP?
a) It s a way of combing various data members and
member functions that operate on those data
members into a single unit
b) It is a way of combining various data members
and member functions into a single unit which
can operate on any data
c) It is a way of combining various data members
into a single unit
d) It is a way of combining various member
functions into a single unit
THANK YOU

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chapter - 1.ppt

  • 1. BASIC CONCEPTS OF OOP  Objects  Class  Data Encapsulation  Data Abstraction  Inheritance  Polymorphism  Message Passing
  • 2. Objects Objects are the basic runtime entities in an object oriented system. They may represent a person, a place, a bank account, a table of data or any item that the program has to handle . OBJECTS: STUDENT DATA Name Regno Mark1 Mark2 Mark3 FUNTIONS Total Average Display
  • 3. Class Object contains data, and code to manipulate that data. The entire set of data and code of an object can be made a user defined data type with the help of a class CLASS: FRUIT OBJECT: MANGO
  • 4. A Class is a 3-Compartment Box encapsulating Data and Functions 1. Classname (or identifier): identifies the class. 2. Data Members or Variables (or attributes, states, fields): contains the static attributes of the class. 3. Member Functions (or methods, behaviors, operations): contains the dynamic operations of the class. Classname Data Members (Static Attributes) Member Functions (Dynamic Operations)
  • 5. Data Encapsulation  The wrapping up of data and functions into a single unit is known as encapsulation.  The data is not accessible to the outside world, only those function which are wrapped in the can access it.  These functions provide the interface between the object’s data and the program.  This insulation of the data from direct access by the program is called data hiding or information hiding.
  • 6. Data Abstraction  Abstraction refers to the act of representing essential features without including the background details or explanations.  Since classes use the concepts of data abstraction, they are known as Abstract Data Types (ADT)
  • 7. Inheritance  Inheritance is the process by which objects of one class acquire the properties of objects of another class.  In OOP, the concept of inheritance provides the idea of reusability. This means we can add additional features to an existing class without modifying it.
  • 8. Polymorphism  Polymorphism, a Greek term means to ability to take more than one form.  An operation may exhibits different behaviors in different instances. The behavior depends upon the type of data used in the operation.  For example consider the operation of addition of two numbers, the operation will generate a sum. If the operands are string then the operation would produce a third string by concatenation.
  • 9.  The process of making an operator to exhibit different behavior in different instances is known operator overloading.
  • 10. Message Passing Message Passing in terms of computers is communication between processes. It is a form of communication used in object- oriented programming as well as parallel programming
  • 11. Benefits of OOP  OOP offers several benefits to both the program designer and the user  Through inheritance, we can eliminate redundant code and extend the use of existing class  We can build programs from the standard working module the communicate with one another, rather than having to start writing code from scratch. This leads to saving of development time and higher productivity.  those in the program.
  • 12.  The principle of data hiding helps the programmer to build and secure programs that cannot be invaded by code in other parts of the program.  It is possible to map objects in the problem domain to those in the program.  It is easy to partition the work in a project based on objects.  The data-centered design approach enables us to capture more details of a model in implementable form.
  • 13.  Object-oriented systems can be easily upgraded from small to large systems.  Message passing techniques for communication between objects makes the interface descriptions with external systems much simpler.  Software complexity can be easily managed.
  • 14. Application of OOP Real-business systems are often much more complex and contain many more objects with complicated attributes and methods. OOP is useful in these types of applications because it can simplify a complex problem. The promising areas for application of OOP include:  Real-time systems  Simulation and modeling  Object-oriented databases  Hypertext, hypermedia and expertext
  • 15.  AI and expert systems  Neural networks and parallel programmin  Decision support and office automation systems  CIM/CAM/CAD systems
  • 16. QUESTION 1. Which feature of OOP indicates code reusability? a) Abstraction b) Polymorphism c) Encapsulation d) Inheritance 2. Which header file is required in C++ to use OOP? a) OOP can be used without using any header file b) stdlib.h c) Iostream.h d) Stdio.h
  • 17. Questions The feature by which one object can interact with another object is __. a) Message reading b) Message passing c) Data transfer d) Data binding
  • 18. 4. What is encapsulation in OOP? a) It s a way of combing various data members and member functions that operate on those data members into a single unit b) It is a way of combining various data members and member functions into a single unit which can operate on any data c) It is a way of combining various data members into a single unit d) It is a way of combining various member functions into a single unit