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(Lec-13) Java SE

This document discusses object-oriented programming concepts like classes, objects, abstraction, encapsulation, polymorphism, and inheritance. It explains that classes define the structure and behavior of objects. The three main pillars of OOP are abstraction, encapsulation, and polymorphism. Inheritance allows a class to inherit properties from another class. The document also demonstrates how to define a class with data members and methods, and how to create an object of that class to access its properties. It notes that directly accessing data members from outside the class violates encapsulation.

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0% found this document useful (0 votes)
30 views21 pages

(Lec-13) Java SE

This document discusses object-oriented programming concepts like classes, objects, abstraction, encapsulation, polymorphism, and inheritance. It explains that classes define the structure and behavior of objects. The three main pillars of OOP are abstraction, encapsulation, and polymorphism. Inheritance allows a class to inherit properties from another class. The document also demonstrates how to define a class with data members and methods, and how to create an object of that class to access its properties. It notes that directly accessing data members from outside the class violates encapsulation.

Uploaded by

malise2997
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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JAVA SE

(CORE JAVA)
LECTURE-13
Today’s Agenda

• Object Oriented Programming.

• Classes and Objects.

• Pillars of Object Oriented Programming

• Creating a class and its object.


Object Oriented
Programming

A programming paradigm which is based on real


world model of objects or entities.

It is organized around objects rather than "actions"


and data rather than “logic”.

Object-oriented programming takes the view that


what we really care about are the objects we want to
manipulate rather than the logic required to
manipulate them.
Objects

• In programming any real world entity which has specific


attributes or features can be represented as an Object.

• Along with attributes each object can take some


actions also which are called it’s “behaviors”

• In programming world, these attributes are called data


members and behaviours/actions are called “functions”
or “methods”
Are you an object ?

• Yes , we humans are objects because:

• We have attributes as name, height, age etc.

• We also can show behaviors like walking, talking, running,


eating etc
Classes

• Now to create/represent objects we first have to write all their


attributes under a single group .

• This group is called a class

• A class is used to specify the basic structure of an object and it


combines attributes and methods to be used by an object

• Thus we can say that a class represents the data type and object
represents a kind of variable of that data type

• For Example:- Each person collectively come under a class


Objects and Classes
Objects and Classes
Objects and Classes
Objects and Classes
Pillars of OOP
• The Object Oriented Programming paradigm stands on 3
main pillars, which are :-

1. Abstraction and Encapsulation

2. Polymorphism

3. Inheritance
Abstraction and Encapsulation

Abstraction : Focus on the meaning i.e. Suppress


irrelevant “implementation” details.

Encapsulation is a process of binding or wrapping the data


and the codes that operates on the data into a single
entity.

Abstraction and Encapsulation go hand in hand.


Polymorphism

 Poly- Many
Morph- Forms

Polymorphism refers to a principle in biology in which


an organism or species can have many different forms
or stages.

Have you seen how you perform polymorphism in day


to day life?
Example
Inheritance

A process by which one class can acquire properties


of another class.

Example:- We inherit characteristics from our


parents.
Advantages of inheritance

Reusability

Extensibility

Information is made manageable in a hierarchical


order.
Creating a class
and its object

• Syntax :-
class <class name>
Optional
{
<access modifier> <data type> <variable name>= value;
-
-
-
<access modifier> <return type> <method name>(arguments)
{
// Method body
}
}
• Example :-
1000
class Student 0 roll
{
1000 ‘\n’ grade
int roll;
s
char grade; 0.0 per
float per;
}
class UseStudent
{
public static void main(String [ ] args)
{
Student s;
s=new Student();
}
Continued Program

class UseStduent
{
public static void main(String [ ] args)
{
Student s;
s=new Student( );
Does this code violate the
s.roll=10;
rules of Object Oriented
s.grade=‘A’; Programming ???
s.per=66.5f;
It violates the rule of
S.O.P(“Roll is ”+s.roll); Encapsulation.
S.O.P(“Grade is ”+s.grade);
S.O.P(“Percentage is ”+s.per);
}
Access Modifiers

• There are 4 access modifiers provided by java which are,

• public
• private
• protected
• default

• public and private are of importance to us unless we learn


“Packages” in Java.
End Of Lecture 13

For any queries mail us @: scalive4u@gmail.com


Call us @ : 0755-4271659, 7879165533

Agenda for Next Lecture:


1. Creating methods in a class.
2. Using methods to initialize data members.
3. Creating parameterized methods.

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