Chapter2 Chapter2 Subject Matter of an International Sales Contract.
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2.1 Introduction to Object-
Oriented Programming
2.1.1 Procedural versus OOP languages
• Procedural programming involves
creating a sequence of instructions
• OOP uses a collection of
interacting objects
• Functions are logically grouped,
making enhancements easy
• OOP can model human problem-
solving
2.1.2 Basic Java terminology
Object. contains data and instructions
Class. blueprint for an object
Attribute. describe the state of objects
Data Type. describes what kind of information a certain attribute is
Behavior. describe what objects can do
Method. a set of instructions
Inheritance. Some objects derive attributes and behaviors from other objects
Encapsulation. Combining data and methods together
2.2 What are Objects? 2.2.1 Introduction to objects
• Anything tangible or abstract that is
relevent
• Objects can have attributes and
behaviors
• Attributes describe the object
• Behaviors describe what the object
can do
2.2.2 Classification of objects
• User Interface objects
– Objects that the user interacts directly with
• Operating environment objects
– Provide services to other components
• Task Related objects– Documents, multimedia, problem
domain
2.2.3 Objects - identifying, defining, creating and operating on
• Identifying – Requires needs assessment
• Defining – Classification, relationships,
operations. The class keyword
• Creating – The constructor and the new
keyword
• Operating – Using an object’s methods
2.2.7 Encapsulation
• To hide the details, package together
• Access modifiers – public, private
and protected
2.2.8 Object relationships • Association
– Objects knowabout each other
• Whole-part
– Existance of an object relies on another
• Inheritance– Attributes &
behaviors can be inherited
2.2.9 Inheritance
2.2.10 Object mutability and destruction
• Some object attributes should be immutable, or unchangable
• To make an item immutable, use the finalkeyword
• The JVM automatically releases memory when objects are no longer required
• The garbage collector will reclaim memory by objects that are no longer referenced
• Garage collection is not controllable
2.3.1 Modeling languages and symbols
• Unified Modeling Language (UML) standardizes symbols & terminology for
diagramming objects
2.3.2 Basic Class symbol
• Rectangle represents a class of objects
• 3 compartments: Name, attributes , and operations or methods
• Symbols indicate accessibility
2.4.1 Class definition
public class Person {
private String name;
public Person(String theName) {
name = theName;
}
}
•Defined by using
the class keyword
•Public classes
defined in separate
files
•Filename must be
the same as the
class name
2.4.2 Creating objects
• Constructor methods are called when an
object is created
• All object data is stored in memory
• Variables are a reference to the memory
location
2.4.3 Object methods
• Mutator – Changes object data
• Accessor – Retrieves object data
• Methods with no arguments
• Methods that require arguments
• Method return values – Provide a result to
the caller
2.5.1 System class
• Data stored by an object is member data
• Data present in an object’s methods is
called local or temporary data
• Java.lang.System is a pre-defined object
that can be used to perform system tasks
System.out.println(“Hello World!”);