Introduction to oops fundamentals



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Introduction to OOPS fundamentals:-

As we said that java is fully object oriented language. Now the question is what does this object orientation means? And what is object oriented programming and its fundamentals ?


the term object-oriented is generally used to describe a system that deals primarily with different types of objects, and where the actions you can take depend on what type of object you are manipulating. For example, an object-oriented draw program might enable you to draw many types of objects, such as circles, rectangles, triangles, etc. Applying the same action to each of these objects, however, would produce different results. If the action is Make 3D, for instance, the result would be a sphere, box, and pyramid, respectively.
The object-oriented approach, however, focuses on objects that represent abstract or concrete things of the real world. These objects are first defined by their character and their properties which are represented by their internal structure and their attributes (data). The behaviour of these objects is described by methods (functionality).
Object Oriented Programming or OOP is the technique to create programs based on the real world. Unlike procedural programming, here in the OOP programming model programs are organized around objects and data rather than actions and logic. In OOP based language the principal aim is to find out the objects to manipulate and their relation between each other. OOP offers greater flexibility and compatibility and is popular in developing larger application. Another important work in OOP is to classify objects into different types according to their properties and behavior. So OOP based software application development includes the analysis of the problem, preparing a solution, coding and finally its maintenance.
Java is a object oriented programming and to understand the functionality of OOP in Java, we first need to understand several fundamentals related to objects. Object-Oriented Programming is a methodology or paradigm to design a program using classes and objects. It simplifies the software development and maintenance by providing some concepts:
Object

Class

Inheritance

Interface

Package

Polymorphism

Abstraction

Encapsulation
What Is an Object?

An object is a software bundle of related state and behavior. Software objects are often used to model the real-world objects that you find in everyday life. Objects are key to understanding object-oriented technology. Objects are the basic unit of object orientation with behavior, identity. As we mentioned above, these are part of a class but are not the same. An object is expressed by the variable and methods within the objects. Again these variables and methods are distinguished from each other as instant variables, instant methods and class variable and class methods. Look around right now and you'll find many examples of real-world objects: your chair, your desk, your television set, your bike.


What Is a Class?

A class is a blueprint or prototype from which objects are created. A class is a template, blueprint, or contract that defines what an object’s data fields and methods will be. An object is an instance of a class. You can create many instances of a class. A Java class uses variables to define data fields and methods to define actions. It is the central point of OOP and that contains data and codes with behavior. In Java everything happens within class and it describes a set of objects with common behavior. The class definition describes all the properties, behavior, and identity of objects present within that class. As far as types of classes are concerned, there are predefined classes in languages like C++ and Pascal. But in Java one can define his/her own types with data and code. Additionally, a class provides methods of a special type, known as constructors, which are invoked to create a new object. A constructor can perform any action, but constructors are designed to perform initializing actions, such as initializing the data fields of objects.



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Objects are made up of attributes and methods. Attributes are the characteristics that define an object; the values contained in attributes differentiate objects of the same class from one another. To understand this better let’s take example of Mobile as object. Mobile has characteristics like model, manufacturer, cost, operating system etc. So if we create “Samsung” mobile object and “I-Phone” mobile object we can distinguish them from characteristics. The values of the attributes of an object are also referred to as the object’s state


What Is Inheritance?

Inheritance provides a powerful and natural mechanism for organizing and structuring your software.The ability to create classes that share the attributes and methods of existing classes, but with more specific features. Inheritance is mainly used for code reusability.

It describes the relationship between two classes. A class can get some of its characteristics from a parent class and then add unique features of its own. This saves work as the special class inherits all the properties of the old general class and as a programmer you only require the new features. This helps in a better data analysis, accurate coding and reduces development time.
What Is an Interface?

An interface is a contract between a class and the outside world. When a class implements an interface, it promises to provide the behavior published by that interface. Interface contains only abstract methods. In other words, interface provides only method signatures and actual implementation of the methods is left to subclasses. Interfaces cannot be instantiated, but rather are implemented. A class that implements an interface must implement all of the methods described in the interface, or be an abstract class. Object references in Java may be specified to be of an interface type; in which case, they must either be null, or be bound to an object that implements the interface.One benefit of using interfaces is that they simulate multiple inheritance. A Java class may implement, and an interface may extend, any number of interfaces; however an interface may not implement an interface.


What Is a Package?

A package is a namespace for organizing classes and interfaces in a logical manner. Placing your code into packages makes large software projects easier to manage. Conceptually you can think of packages as being similar to different folders on your computer. You might keep HTML pages in one folder, images in another, and scripts or applications in yet another. Because software written in the Java programming language can be composed of hundreds or thousands of individual classes, it makes sense to keep things organized by placing related classes and interfaces into packages. The Java platform provides an enormous class library (a set of packages) suitable for use in your own applications. This library is known as the "Application Programming Interface", or "API" for short. Its packages represent the tasks most commonly associated with general-purpose programming. For example, a String object contains state and behavior for character strings; a File object allows a programmer to easily create, delete, inspect, compare, or modify a file on the filesystem; a Socket object allows for the creation and use of network sockets; various GUI objects control buttons and checkboxes and anything else related to graphical user interfaces. There are literally thousands of classes to choose from. This allows you, the programmer, to focus on the design of your particular application, rather than the infrastructure required to make it work.


What is Polymorphism?

When one task is performed by different ways then it is known as polymorphism. For example: to convene the customer differently, to draw something e.g. shape or rectangle etc. It defines the ability of the object in belonging to different types with specific behavior of each type. So by using this, one object can be treated like another and in this way it can create and define multiple level of interface. Polymorphic behavior can be achieved by method overloading, method overriding and dynamic binding. Another example can be to speak something e.g. cat speaks meaw, dog barks woof etc.


What is Abstraction?

Hiding internal details and showing functionality is known as abstraction. For example: phone call, we don't know the internal processing. All programming languages provide abstractions. It can be argued that the complexity of the problems you’re able to solve is directly related to the kind and quality of abstraction. An essential element of object-oriented programming is abstraction. Humans manage complexity through abstraction. When you drive your car you do not have to be concerned with the exact internal working of your car (unless you are a mechanic). What you are concerned with is interacting with your car via its interfaces like steering wheel, brake pedal, accelerator pedal etc. Various manufacturers of car has different implementation of car working but its basic interface has not changed (i.e. you still use steering wheel, brake pedal, accelerator pedal etc to interact with your car). Hence the knowledge you have of your car is abstract. In java, we use abstract class and interface to achieve abstraction.


What is Encapsulation?

Binding (or wrapping) code and data together into a single unit is known as encapsulation. It simply means putting together all the variables (instance variables) and the methods into a single unit called Class. It also means hiding data and methods within an Object. Encapsulation provides the security that keeps data and methods safe from inadvertent changes. Programmers sometimes refer to encapsulation as using a “black box,” or a device that you can use without regard to the internal mechanisms. A programmer can access and use the methods and data contained in the black box but cannot change them.


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