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This presentation deals with pure object oriented concepts and defines basic principles of OOP's like Encapsulation , polymorphism , Inheritance and Abstraction.
This Powerpoint presentation covers following topics of C Plus Plus:
Features of OOP
Classes in C++
Objects & Creating the Objects
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Friend Functions & Classes
Static data members & functions
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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 :)
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A short intro to how Object Oriented Paradigm work in Python Programming language. This presentation created for beginner like bachelor student of Computer Science.
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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
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Object oriented programming
1.
2. Disclaimer: This presentation is prepared by trainees of baabtra as a part of
mentoring program. This is not official document of baabtra – Mentoring
Partner
baabtra – Mentoring Partner is the mentoring division of baabte System Technologies Pvt. Ltd
4. Pop-Procedure Oriented
Programming Language(Structured
programming)
• Structured programming is based around data structures and
subroutines
• The subroutines are where stuff actually "happens"
• data structures are simply containers for the information
needed by those subroutines.
5. POP can be briefly summarized as
• No code reusability. Hence time to develop
the software and debugging increase.
• As Length of application increases, the
programmer loses control over it.
6. • software designers tend to use Top-Down approach,
in which the overall objective of the system is
defined first.
• Then the system is divided into various sub tasks or
sub modules.
• With this methodology, software development is
done by writing a set of sub programs, called
functions that can be integrated together to form a
complex system.
8. What is oop
OOP allow decomposition of program into a
number of entities called objects .
Build data and functions around these objects.
Object consist of data and function.
The data of an object can be accessed only by
the functions associated with that object
9. What is OOP?
• Objects can be used effectively to represent
real-world entities
• An object oriented program may be
considered a collection interacting object.
• Each object is capable of sending and
receiving messages and processing data
11. Class
• A class is the blueprint of an object
• Multiple objects can be created from the same class
• Class is a collection of member data and member
functions.
• Objects contain 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.
12. Class members
• Namespace: The namespace is a keyword that
defines a distinctive name or last name for the
class.
• Class declaration: Line of code where the class
name and type are defined.
• Fields: Set of variables declared in a class block.
• Constants: Set of constants declared in a class
block.
• Constructors: A method or group of methods that
contains code to initialize the class.
13. • Properties: The set of descriptive data of an
object.
• Events: Program responses that get fired after
a user or application action.
• Methods: Set of functions of the class.
• Destructor: A method that is called when the
class is destroyed
14. Access keywords
• Access keywords define the access to class members from the
same class and from other classes
• Public: Access to the class member from any other class.
Accessible from outside of the class & assembly
– It can access from anywhere
– There is no restriction on accessibility
• Private: Access to the class member only in the same class.
• Protected: Allows access to the class member only within the
same class and from inherited classes. Accessible within class
& sub-classes
• Internal: Allows access to the class member only in the same
assembly.
• Protected internal: Allows access to the class member only
within the same class, from inherited classes
15. 'Imported namespaces
Imports System
' Namespace: Consider using CompanyName.Product.ComponentType
Namespace DotNetTreats.OOSE.OOP_VBNET
'Class declaration
Public Class employee
'Fields
Private _name As String
Private _salary As Integer
'Constants
Private Const anualBonus As Integer = 1000
'Constructors
Public Sub New()
MyBase.New()
End Sub
16. 'Properties
Public Property Name() As String
Get
Return _name
End Get
Set(ByVal Value As String)
_name = value
End Set
End Property
Public Property Salary() As Integer
Get
Return _salary
End Get
Set(ByVal Value As Integer)
_salary = value
End Set
End Property
17. ' Event handlers
Public Event OnPromotion As EventHandler
'Methods
Public Sub DuplicateSalary()
_salary = (_salary * 2)
End Sub
End Class
End Namespace
ByVal is short for "By Value"
*it means is that you are passing a copy of a variable to your Subroutine.
* You can make changes to the copy and the original will not be altered.
ByRef short for By Reference
*you are not handing over a copy of the original variable but pointing to the
original variable.
18. Objects An object is anything that really
exists in the world and can be
distinguished from others
Every object has properties and
can perform certain actions
These properties are represented
by variables in programming and
actions are performed by methods
(functions). So an object contains
variables and methods Objects are the building
blocks of OOP and are
commonly defined as
variables or data structures
19. Object composition
• Object identity: Means that every object is
unique and can be differentiated from other
objects. Each time and object is created
(instantiated) the object identity is defined.
• Object behavior: What the object can do. In OOP,
methods work as functions that define the set of
actions that the object can do.
• Object state: The data stored within the object at
any given moment. In OOP, fields, constants, and
properties define the state of an object.
20. Structures
Not everything in the real world should be
represented as a class.
• Structures are suitable to represent lightweight
objects.
• Structures can have methods and properties and are
useful for
• defining types that act as user-defined primitive
21. Encapsulation
• The wrapping up of data and functions into a single unit
(called class) is known as encapsulation.
• In OOP we are capsuling our code not in a shell but in
"Objects" & "Classes".
• It hides all the internal details of an object from the outside
world
• It hides its data and methods from outside the world and only
expose data and methods that are required.
• It provides us maintainability, flexibility and extensibility to
our code.
• Encapsulation allows developers to build objects that can be
changed without affecting the client code that uses them
22. • The data is not accessible to the outside world and
only those functions which are wrapped in the class
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.
23. Data Abstraction
• “The process of identifying common patterns that
have systematic variations; an abstraction represents
the common pattern and provides a means for
specifying which variation to use"
• An abstract class is a parent class that allows
inheritance but can never be instantiated
• Abstract classes contain one or more abstract
methods that do not have implementation.
• Abstract classes allow specialization of inherited
classes.
24. Data Abstraction contn…
• Abstraction is a powerful means to tackle the complexity of
programming by wrapping up and thus reducing the
complexity of complex operations.
• In this it display only the features that needed the user, and
hide all other data
• Through Abstraction all relevant data can be hide in order to
reduce complexity and increase efficiency
25. Polymorphism
• Its the property in which a single object can take more than one
form.
• Single interface & multiple method is called polymorphism.
• Polymorphism allows objects to be represented in multiple forms.
• Polymorphism is a concept linked to inheritance and assures that
derived class have the same function even though each derived
class performs different operations
Ex:
• Function overloading (Static polymorphism / early binding).
• Function overriding (dynamic polymorphism / late binding).
• Polymorphism allows a client to treat different objects in the same
way even if they were created from different classes and exhibit
different behaviors.
26. Polymorphism
• Method Overloading
- Method with same name but with different arguments
is called method overloading.
- Method Overloading forms compile-time
polymorphism.
• Method Overriding
- Method overriding occurs when child class declares a
method that has the same type arguments as a
method declared by one of its super class.
- Method overriding forms Run-time polymorphism.
27. • Modularity
-The modularity of object-oriented programming
means that the valid components of a big
program can each be implemented individually.
-Different people can work on various classes.
-Each execution task is isolated from the others.
-A ``module'' is nothing more than a file containing
source code.
- Breaking a large (or even not-so-large)
program into different files is a convenient way of
splitting it into manageable pieces.
-Each piece can be worked on independently
and compiled alone, then integrated with other
pieces when the program is linked
28. Delegation
Delegation allows the behavior of an object to be defined
in terms of the behavior of another object.
ie , Delegation is alternative to class inheritance.
• Delegation is a way of making object composition
as powerful as inheritance.
• In delegation, two objects are involved in handling a
request:
-A receiving object delegates operations to its delegate.
-This is analogous to the child classes sending requests to
the parent classes.
29. • When an object receives a request, the object can
either handle the request itself or pass the request
on to a second object to do the work.
• If the object decides to pass the request on, you say
that the object has forwarded responsibility for
handling the request to the second object.
30. Inheritance
• Inheritance is the property in which, a derived
class acquires the attributes of its base class.
• you can create or 'inherit' your own class (derived
class), using an existing class (base class). You can
use the Inherits keyword for this.
• In OOP, a parent class can inherit its behavior and
state to children classes.
• This concept was developed to manage
generalization and specialization in OOP and is
represented by a is-a relationship.
31. *The concept of generalization in OOP means that an object
encapsulates common state an behavior for a category of
objects.
*The general object in this sample is the geometric shape.
*Most geometric shapes have area, perimeter, and color.
*The concept of specialization in OOP means that an object
can inherit the common state and behavior of a generic
object;
however, each object needs to define its own special and
particular state an behavior
32. The Shape class is the
parent class.
Square, Rectangle, and
Circle are derived
classes that inherit
from Shape. The
triangle-connector in
the diagram represents
an is-a relationship.
33. Imports System
Class Human
'This is something that all humans do
Public Sub Walk()
Console.Writeline ("Walking")
End Sub End Class
‘A Programmer is a Human
Class Programmer
Inherits Human
'We already have the above Walk() function
'This is something that all programmers do ;)
Public Sub StealCode()
Console.Writeline ("Stealing code")
End Sub
End Class
34. • Example Program for class
Public Class Example
Private _value As Integer
Public Sub New()
_value = 2
End Sub
Public Function Value() As Integer
Return _value * 2
End Function
End Class
Module Module1
Sub Main()
Dim x As Example = New Example()
Console.WriteLine (x.Value())
End Sub
End Module -----------(out put =4)
35. • Program that uses Inherits keyword [VB.NET]
Class A
Public _value As Integer
Public Sub Display()
Console.WriteLine(_value)
End Sub
End Class
Class B : Inherits A
Public Sub New(ByVal value As Integer)
MyBase._value = value
End Sub
End Class
Class C : Inherits A
Public Sub New(ByVal value As Integer)
MyBase._value = value * 2
End Sub
End Class
36. Module Module1
Sub Main()
Dim b As B = New B(5)
b.Display()
Dim c As C = New C(5)
c.Display()
End Sub
End Module
37. • Imports System
public Class Circle
Public Radius As Double
Public Function CalculateDiameter() As Double
Return Radius * 2
End Function
Public Function CalculateCircmuference() As Double
Return CalculateDiameter() * 3.14159
End Function
Public Function CalculateArea() As Double
Return Radius * Radius * 3.14159
End Function
End Class
38. Public Class Exercise
Public Sub Main()
Dim circ As Circle = New Circle
circ.Radius = 25.84
Console.WriteLine(" -=- Circle Characteristics -=-")
Console.WriteLine("Radius: {0} ", circ.Radius)
Console.WriteLine("Diameter:{0} ",circ.CalculateDiameter())
Console.WriteLine("Circumference:{0}
", circ.CalculateCircmuference())
Console.WriteLine("Area: {0} " & vbCrLf, circ.CalculateArea())
End Sub
End Class
39. • Result
• -=- Circle Characteristics -=-
Radius : 25.55
Diameter : 51.1
Circumference: 160.535249
Area : 2050.837805975
40. • Advantages of OOP
Object-Oriented Programming has the following
advantages over conventional approaches:
• 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. This is particularly useful for
developing graphical user interfaces.