Object-Oriented Programming PDF

Summary

This document provides an introduction to object-oriented programming (OOP). It explains the key principles of OOP, including encapsulation, inheritance, polymorphism, and abstraction. It further discusses classes, objects, constructors, destructors, and access modifiers in the context of OOP.

Full Transcript

Lesson Proper for Week 7 Completion requirements Introduction to Object-Oriented Programming Object-Oriented Programming (OOP) is a programming paradigm that uses objects and classes to structure software development. It focuses on four core principles: encapsulation, inheritance, polymorphis...

Lesson Proper for Week 7 Completion requirements Introduction to Object-Oriented Programming Object-Oriented Programming (OOP) is a programming paradigm that uses objects and classes to structure software development. It focuses on four core principles: encapsulation, inheritance, polymorphism, and abstraction. 1. Principles of OOP o Encapsulation: This involves bundling the data (fields) and methods that operate on the data within a single unit, called a class. It allows for data hiding, restricting access to specific details of the object's state, making it easier to manage and protect the integrity of the data. o Inheritance: Inheritance enables a new class, known as a subclass, to inherit attributes and methods from an existing class (the superclass). It promotes code reuse and establishes a relationship between parent and child classes. o Polymorphism: This allows objects of different classes to be treated as objects of a common superclass. Polymorphism facilitates method overriding and method overloading, providing flexibility and extensibility in code. o Abstraction: Abstraction hides complex implementation details and shows only the essential features of the object. It simplifies coding by enabling developers to focus on interactions at a higher level. 2. Classes and Objects o Classes: A class is a blueprint for creating objects. It defines properties (fields) and behaviors (methods) that the objects created from the class will possess. o Objects: An object is an instance of a class. It represents a specific example of the class, with its own set of values for the properties defined in the class. 3. Constructors and Destructors o Constructors: Special methods used to initialize new objects. They set the initial state of the object by assigning values to its fields. o Destructors: Methods that are called when an object is about to be destroyed or deallocated. While Java has garbage collection to manage memory, other languages might use destructors to handle resource cleanup. 4. Method Overloading and Overriding o Method Overloading: Occurs when multiple methods have the same name but differ in parameter type or number within the same class. It allows different functionalities based on input parameters. o Method Overriding: Involves redefining a method in a subclass that is already defined in its parent class. It allows the subclass to provide a specific implementation for the method. 5. Access Modifiers (public, private, protected) o Public: Members declared as public are accessible from any other class. o Private: Members declared as private can only be accessed within the same class. o Protected: Members declared as protected are accessible within the same package and subclasses.

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