Object-Oriented Programming Concepts
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Questions and Answers

How does the existence of one object depend on another object in a composition relationship?

  • The object depends on the existence of the first object. (correct)
  • The objects can exist independently.
  • The object is automatically updated.
  • The object changes type.

What is the typical lifecycle of an object in object-oriented programming?

  • Creation, duplication, use, destruction
  • Creation, use, modification, destruction (correct)
  • Instantiation, interaction, saving, deletion
  • Creation, modification, deletion, restart

How do an object's attributes change in object-oriented programming?

  • By using global variables
  • By copying the values into new memory
  • By directly modifying the memory area
  • By using methods to update the values (correct)

What is the relationship between methods and attributes in object-oriented programming?

<p>Methods access and modify the object's attributes (A)</p> Signup and view all the answers

What is the purpose of a constructor in Java?

<p>Initialize objects (A)</p> Signup and view all the answers

What is the function of the this keyword?

<p>Reference the current object (A)</p> Signup and view all the answers

What is the purpose of getter and setter methods?

<p>They allow controlled access to and modification of instance variables (B)</p> Signup and view all the answers

What is the scope of a variable declared with the static keyword?

<p>It is shared among all instances of the class (B)</p> Signup and view all the answers

What is the main difference between instance variables and class variables?

<p>Instance variables are tied to a specific instance of the class, while class variables are shared among all instances of the class. (C)</p> Signup and view all the answers

Flashcards

What is Object-Oriented Programming (OOP)?

Object-Oriented Programming is a way of organizing code that focuses on data, known as 'objects', rather than functions or procedures. It makes software easier to build by letting us model any data needed and work with it in a logical way.

What is an object?

An object is a self-contained unit, like a 'thing' in a program. It has data (like its color or size) and actions (like moving or changing).

What is an object's state?

State refers to the information stored within an object, much like the current condition of a real-world object. It's represented by variables called 'fields' or 'attributes'.

What are methods in object-oriented programming?

Methods define the actions that an object can perform and are like functions that work on the object's state. They determine how the object behaves and interacts with its environment.

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What is an object's identity?

An object's identity is what makes it unique from other objects, even if they have similar attributes or methods. It's like the object's own unique passport.

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What are primitive data types?

Primitive data types are basic building blocks for storing data. They have fixed sizes and known characteristics, making memory management easier. Examples include integers, floating-point numbers, and characters.

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How are object attributes stored in memory?

An object's attributes, such as color, size, or brand, are usually stored using primitive data types. This makes memory usage efficient.

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How are objects uniquely named?

Each object gets a unique name, and this name directly corresponds to its physical address in memory. No two objects can occupy the same memory space at the same time.

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What is a 'referent' in object-oriented programming?

A 'referent' is a special variable that holds the memory address of an object. This allows for efficient memory access and management by using the referent to find the actual object.

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What is stack memory?

Stack memory is temporary storage for data used within methods. It's like a stack of plates, with new plates added on top and removed when a method finishes.

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What is heap memory?

Heap memory is a larger storage space for objects in a program. It's like a warehouse for objects, where they are stored until they are no longer needed.

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What is indirect addressing in object-oriented programming?

Indirect addressing means that multiple referents (names) can point to the same object in memory. This allows different code parts to interact with the same object without creating duplicates.

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What is an object's public interface?

An object's public interface represents the parts of the object that other objects can interact with. These are like the visible buttons on a machine, allowing interaction.

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What is an object's internal functioning?

An object's internal functioning includes the hidden details and components needed for its operations. These are like the internal gears and workings of a machine, not directly visible.

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What is object composition?

Object composition is a relationship where a primary object (composite) contains other objects (components). The components depend on the composite for existence and can't be accessed outside it.

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What is a dependence relationship between objects?

A dependence relationship involves objects that are connected, but one doesn't fully depend on the other for existence. They can interact but are not strictly contained.

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What is an active object?

Active objects are not static; they can move, change, and react to events. They behave like real-world objects that can change their state based on interactions.

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What is an object's state in object-oriented programming?

An object's state represents its current condition, determined by its attributes and their values. It can change continuously as attributes are modified, but the object's identity remains the same.

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What is an object's lifecycle?

An object's lifecycle encompasses its entire journey: creation, usage, modification, and eventual deletion. It reflects the dynamic nature of objects in a program.

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How do object states change?

Object state changes are controlled by operations, also known as methods, defined for the object. These operations modify attributes based on specific rules.

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What is a class in object-oriented programming?

A class is like a blueprint or template for creating objects. It defines the structure and behavior of an object by specifying the data (instance variables) and actions (methods).

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What is a constructor?

A constructor is a special method within a class. It's called automatically when an object is created. It initializes the object's attributes, setting them up for use.

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What is a getter method?

A 'getter' is a method used to retrieve the value of an object's attribute. It's like a 'get' button on a vending machine, allowing you to access the stored information.

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What is a setter method?

A 'setter' is a method used to set or update the value of an object's attribute. It's like the 'set' button on a vending machine, allowing you to change the stored information.

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What is a object instance?

An object instance is a specific example or realization of a class. It's like creating a real object from a blueprint, with its own unique attributes.

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What are instance variables?

Instance variables belong to a specific object. Each instance of a class has its own copy of these variables, so they can have different values for different objects from the same class.

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What are class variables?

Class variables, also known as static variables, belong to the class itself. All instances of the class share the same copy of these variables, so changing them affects all objects from that class.

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What are object-oriented programming (OOP) languages?

OOP languages like Java allow developers to create their own classes with custom attributes and methods, giving complete control over object design.

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What are languages that manipulate objects?

Languages like JavaScript primarily manipulate existing objects defined by the language or its libraries. Developers work with pre-defined structures instead of creating new classes from scratch.

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How are methods executed on specific objects?

In object-oriented programming, methods need to be executed on specific objects using the dot notation. This links the method to the object it should operate on, ensuring the method works only on that specific object.

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How do objects communicate in object-oriented programming?

Objects communicate by sending messages to each other, much like people interacting. Each object has its own attributes and methods. When one object sends a message, it initiates an action in the receiving object.

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How are objects found for communication?

To ensure that a specific object can be found and interacted with, programmers often use a 'reference' within another object. This reference stores the memory address of the target object, making it easily accessible.

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What is inheritance in object-oriented programming?

Inheritance allows creating new classes (subclasses) based on existing classes (superclasses). Subclasses inherit features from the superclass while having their own specific characteristics. This promotes code reuse and hierarchical organization.

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What is polymorphism in object-oriented programming?

Polymorphism means that objects can respond to the same message or method call in different ways, depending on their type. It's like sending a 'click' message to various objects on a screen, with each reacting differently based on its nature.

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Study Notes

Chapter 1: Basic Principles: Which Object for Computer Science?

  • Software works with data. Effective data use requires understanding, analysis, updating, and storage.
  • Object-Oriented Programming (OOP) helps manage data in a clear, logical, and easily followed manner.
  • OOP organizes data and associated actions into objects.
  • Data classes and objects aid in working with data logically.

Introduction (2)

  • Perception of the environment involves noticing specific objects (cars, people, trees, buildings)
  • Cognitive mechanisms highlight selective perception (subconscious emphasis on certain aspects)
  • An object-oriented approach depends on selective attention to relevant data.
  • Ambient and non-salient information (e.g., air, temperature, light) isn't typically part of an object-oriented program
  • Distinct structures, shapes, dimensions, and colors ('attributes') are noticeable qualities.
  • Perception segmentation results are distinct parts or objects distinguished due to their individual attributes.

The trio <entity, attribute, value>

  • The world is represented using entities, attributes, and values.
  • An entity is an identifiable or recognizable thing (physical or abstract).
  • Examples of entities are cars, people, trees, companies, projects, or events.
  • Attributes define and make entities identifiable (e.g., color, age, size for cars)
  • Multiple attributes work together to shape a complete entity or idea.

An example of the trio <entity, attribute, value>

  • Visual example illustrating the interconnectedness of Student, StudentID, Name, Age, Address, and Mobile number as an example.

What is Object Oriented Programming?

  • OOP is a programming paradigm organized around data ("objects") rather than functions/procedures.
  • OOP simplifies software development by enabling data modeling.
  • OOP uses classes as blueprints for creating objects.
  • Using OOP, the programmer can model situations like the real world intuitively.
  • OOP leads to less complex programs, faster development times, and easier maintenance.

What is an Object?

  • State: data within an object (variables such as color, brand, speed for a car)
  • Methods: actions the object can perform (such as accelerate, brake, or honk for a car)
  • Identity: what makes an object unique (even if attributes are the same, objects are distinct)

Storage of Objects in Memory

  • Object Allocation: Each object gets memory space during creation.
  • Primitive Data Types: Programming uses predefined data types (integers, floats, characters) with fixed sizes for memory efficiency.
  • Object Attributes: Attributes are represented using primitive types for memory optimization.
  • Memory Management: The system allocates required memory space analyzing the object structure for optimal usage.

Example of object memory size calculation

  • Numerical Example to Calculate Memory Needed for an Object with specific attributes.

The Referent of an Object

  • Unique Object Naming: Objects have unique names for identification.
  • Correspondance of Object Name and Memory Address: Names correspond exclusively to memory addresses.
  • Memory Address Uniqueness: Each object has a unique memory address.
  • Referent as a Variable: The object's name (as a special variable) stores its memory address.
  • Referent Storage: Referents are stored in memory dedicated for symbolic names.
  • 32-bit Addressing: Memory addresses use 32-bit representation (allowing a large number of identifiable addresses).

The Referent of an Object (2)

  • Stack Memory: a short-term data storage area for methods in Java
  • Heap Memory: stores objects in Java (managed by Java)
  • Objects clean up automatically.

Stack memory example

  • Code Example showing how local variables are stored in the stack memory

Heap memory example

  • Illustration demonstrating how a new object is allocated in heap memory.

Indirect Addressing

  • Multiple Referents for One Object: Multiple names can refer to one object.
  • Different Names, Same Object: Objects can have multiple names.
  • Independent Contexts: Objects can be referenced without awareness of other contexts within a program.
  • Indirect Addressing supports multiple references to the same object without duplication.
  • OOP promotes flexible design with different parts of a program using the same object.
  • Memory usage efficiency is increased.

Multiple Referents Example

  • Code Example illustrating how multiple object references can point to the same object in memory.
  • Modifying one reference affects all others.

The Object in Its Passive Version

  • Perception of Objects: Objects are seen as wholes (e.g. a car).
  • Components of Objects: Objects are comprised of parts.
  • Object-Oriented Distinction: The parts of objects are distinguished.
  • Public Interface: Interface to access the object.
  • Internal Functioning: The object's internal details and component operations, including its internal components.
  • Physical Separation: Distinguishing external behavior from internal operation.

Object Composition

  • Composition Relationship: Objects are grouped to form a more complex object.
  • Dependency: Dependence on the existence of composite objects.
  • Access: Accessing components relies on composite objects.
  • Real-World Example: A house consists of rooms (as components) which aren't possible independently.

Dependence Relationship

  • Dependence Relationship: The existence of one object doesn't rely on another, they interact through references.
  • Example: Passengers don't need a car to exist.
  • Types of Interactions: Objects interact through references/associations.
  • Modeling Flexibility: Flexibility when building models.

The object in its active version

  • Dynamic Nature: Objects can change.
  • Interaction and Reactions: Objects respond when receiving instructions.
  • State Changes: Objects change from one state to another based on interactions.
  • Importance of Active Objects: Increased complexity and authenticity through actions.

Object State

  • Object state refers to the object's condition based on its attributes.
  • State Changes: State alteration due to attribute modification.
  • Identity Preservation: Objects retain identity despite state changes.
  • Attribute Modification: Changing attribute value without address alteration.
  • Frequent Operations: Operations on attributes.
  • Lifecycle: Object existence from creation to deletion.

Object Lifecycle

  • Object Lifecycle: Object's life cycle from creation to deletion.
  • State Transitions: Includes creation, usage, modification, and destruction.
  • Object Creation: Allocates memory and initializes attributes.
  • Object Usage and Modification: Object's state varies based on interactions.
  • Object Destruction: Release of object's memory upon no longer needed.
  • Dynamic Representation: State change enables adapting to different phases.

Responsibility

  • Object state changes are driven by operations or methods defined for that object.

Exercise

  • Example showing how the composition principle affects memory management.

QCM (Multiple Choice Questions)

  • Series of multiple-choice questions testing comprehension of different OOP concepts.

Introduction to the concept of a Class

  • Classes are blueprints for creating objects.
  • Instance variables hold object data. Classes hold the actions (methods) that the object can perform.
  • Instance variables are defined outside of methods and belong to the class.

Introduction to the concept of a Class (2)

  • Code example of a Vehicle class.
  • Demonstrating the structure of a class.

Class Constructor

  • Constructors initialize object attributes upon object creation.
  • Has the same name as the class.
  • Example given in Java code.

Getter

  • Method to retrieve an object's attribute value.

Setter

  • Method to set or update an object's attribute value.

Object instance

  • Objects are instance realizations of classes.
  • Objects are created using the "new" keyword.

Example of Object instance

  • Code example that shows how to instantiate and use objects.

Instance variables and class variables

  • Instance variables are associated with a specific instance of a class.
  • Each object (instance) has its own copy of instance variables.
  • Instance variables are initialized when an object is created. They can take on differing values.
  • Class variables are shared among all instances of a class. Access them directly through the class name, with initialization when the class loads.

Instance variables and class variables (3)

  • Static variables are class variables.
  • They belong to the class rather than an instance.
  • One copy is shared among all class instances.
  • Accessed directly by the class's name without instantiating an object.

Instance variables and class variables (4)

  • Example code snippet showing declaration of class and instance variables.

QCM

  • Questions on the purpose of constructors, this keyword, and functionalities of getter/setter methods, scope of static keyword.

QCM (2)

Questions exploring getter, setter method purposes, scope of static keyword.

QCM (3)

  • Questions probing the distinctions between instance and class variables.

Object-Oriented Programming (OOP) Languages vs. Languages Manipulating Objects

  • OOP languages allow programmers to create their own classes.
  • OOP languages modify and work with the classes.
  • Predefined classes are provided in other languages (e.g., JavaScript for web pages).

Executing the Method on a Specific Object

  • turnOn() method applies to a specific object.
  • The dot (.) connects the method to the object.
  • The method accesses attributes of the specific object.
  • Example code demonstrates using the method on a specific object.

How Objects Communicate

  • Objects interact by sending messages to each other through methods.

Finding Message Recipients

  • Identifying the object type.
  • Storing the object reference within the other object.

Example: Finding Message Recipients (2)

  • Illustrative examples of a Car and Parking class.

What is Inheritance?

  • Inheritance is a fundamental OOP concept.
  • Uses a hierarchy to organize classes (subclass/child class derives from superclass/parent class)

Hierarchy of Objects

  • Object categories are organized hierarchically (general to specific).
  • Example relationship between "phone" and "iPhone 14".

Contextual Dependence on the Right Taxonomic Level

  • Using broad terms (e.g., "car") is fine in everyday conversation.
  • But specific vehicles descriptions are needed in a technical context.
  • Describing a technical issue with a car without specifying its make and model won't be enough information.

Contextual Dependence on the Right Taxonomic Level (2)

  • Context matters when deciding the level of detail.
  • Example with a car's malfunction.

Polymorphism

  • Different objects respond to the same message or method in object-oriented programming in different ways.
  • Using methods/reference variables with different behaviors in various programming contexts.

Polymorphism example

  • Click on a computer screen invokes various actions on individual objects/windows on the screen.

References

  • List of resources used.

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Test your understanding of key concepts in object-oriented programming (OOP) with this quiz. Explore topics like composition relationships, lifecycles of objects, and the roles of methods and attributes. This quiz is ideal for beginners looking to solidify their grasp on Java's OOP principles.

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