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Introduction to Object-oriented programming and

software development

Lecture 1
Based on Slides of Dr. Norazah Yusof
Procedural Programming
• Traditional programming languages were
procedural.
– C, Pascal, BASIC, Ada and COBOL
• Programming in procedural languages
involves choosing data structures (appropriate
ways to store data), designing algorithms, and
translating algorithm into code.

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Procedural Programming
• In procedural programming, data and
operations on the data are separated.
• This methodology requires sending data to
procedure/functions.

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Procedural Programming

Data Element

Function A Function B

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Object-Oriented Programming
• Object-oriented programming (OOP) is
centered on creating objects rather than
procedures/ functions.
• Objects are a melding of data and procedures
that manipulate that data.
• Data in an object are known as attributes.
• Procedures/functions in an object are known
as methods.

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Object-Oriented Programming
Object
Attributes (data)

Methods
(behaviors / procedures)
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Object-Oriented Programming
• Object-oriented programming combines data and behavior (or
method) via encapsulation.
• Data hiding is the ability of an object to hide data from other
objects in the program.
• Only an objects methods should be able to directly
manipulate its attributes.
• Other objects are allowed to manipulate an object’s attributes
via the object’s methods.
• This indirect access is known as a programming interface.

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Object-Oriented Programming
Object
Attributes (data)
Programming typically private to this object
Interface

Other
objects

Methods
(behaviors / procedures) 8
Object-Oriented Programming
Languages

·        Pure OO Languages


Smalltalk, Eiffel, Actor, Java
 
·        Hybrid OO Languages
C++, Objective-C, Object-Pascal

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The Vocabulary of OOP - Class
• The most important term is the class.
– A class is the template or blueprint from which objects are
actually made.
– All codes that you write in Java is inside a class.
– The standard Java library supplies several thousand classes.
– You can create your own classes in Java to describe the objects
of the problem domains of your applications and to adapt the
classes that are supplied by the standard library to your own
purposes.
• A class encapsulates the attributes and actions that
characterizes a certain type of object.

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The Vocabulary of OOP - Objects
• Classes can be used to instantiate as many
objects as are needed.
• Each object that is created from a class is
called an instance of the class.
• A program is simply a collection of objects
that interact with each other to accomplish a
goal.

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Classes and Objects
The Vehicle class defines the
attributes and methods that BMW object
will exist in all objects
The BMW object is an
that are an instances of the instance of the Car class.
vehicle class.

Car class
The Jeep object is an
instance of the Car class.

Jeep object

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The Vocabulary of OOP - Encapsulation
• Encapsulation is a key concept in working with objects.
– Combining data and behavior in one package and hiding
the implementation of the data from the user of the
object.
– The data in an object are called its instance fields, and the
procedures that operate on the data are called its
methods.
– The key to making encapsulation work is to have methods
never directly access instance fields in a class other than
their own.
– Programs should interact with object data only through
the object's methods.
– By encapsulating object data, you maximize reusability,
reduce data dependency, and minimize debugging time.

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The Vocabulary of OOP –
Data Hiding
• Data hiding is important for several reasons.
– It protects of attributes from accidental corruption
by outside objects.
– It hides the details of how an object works, so the
programmer can concentrate on using it.
– It allows the maintainer of the object to have the
ability to modify the internal functioning of the
object without “breaking” someone else's code.

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The Vocabulary of OOP –
Code Reusability
• Object-Oriented Programming (OOP) has encouraged component
reusability.
• A component is a software object contains data and methods that
represents a specific concept or service.
• Components typically are not stand-alone programs.
• Components can be used by programs that need the component’s
service.
• Reuse of code promotes the rapid development of larger software
projects.

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The Vocabulary of OOP – Inheritance
• Inheritance is the ability of one class to extend the capabilities
of another.
– it allows code defined in one class to be reused in
other classes
• Consider the class Car. A Car is a specialized form of the
Vehicle class.
– So, is said that the Vehicle class is the base or parent class of the
Car class.
– The Car class is the derived or child class of the Vehicle class.

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The Vocabulary of OOP - Inheritance

Vehicle represents all


of the generic attributes Vehicle is the
Vehicle parent class.
and methods of a vehicle.

is-a relationship

Car and Truck are Car and Truck are


child classes of Car Truck Specialized versions of
Vehicle. a Vehicle.

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The Vocabulary of OOP – Polymorphism
• Polymorphism means "many forms."
– A reference variable is always of a single,
unchangeable type, but it can refer to a subtype
object.
– A single object can be referred to by reference
variables of many different types—as long as they
are the same type or a supertype of the object. The
reference variable's type (not the object's type),
determines which methods can be called!
• Polymorphism allows extensibility.

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Self-test: Introduction to Object Oriented
Programming
1. State the differences between procedural
programming and Object Oriented
Programming.
2. What is an Object and what is a Class? What is
the difference between them?
3. What is an Attribute?
4. What is a Method?
5. What is encapsulation? How it relates to
information hiding?
6. What is inheritance? How it relates to
polymorphism?
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Object Orientation Principle
• Divide-and-conquer
• Encapsulation and Modularity
• Public Interface
• Information Hiding
• Generality
• Extensibility
• Abstraction

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Principles of Object Orientation
• Divide-and-Conquer Principle
– The first step in designing a program is to divide the
overall program into a number of objects that will
interact with each other to solve the problem.
– Problem solving: Break problems (programs) into
small, manageable tasks.

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Principles of Object Orientation

• Encapsulation Principle
– The next step in designing a program is to decide for
each object, what attribute it has and what actions
it will take.
– The goal is that each object is a self-contained
module with a clear responsibility and the attributes
and actions necessary to carry out its role
– Problem solving: Each object knows how to solve its
task and has the information it needs.

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Principles of Object Orientation (cont)

• Interface Principle
– For object to work cooperatively and efficiently, we
have to clarify exactly how they are to interact, or
interface, with one another.
– Each object should present a clear public interface
that determines how other objects will be used.

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Principles of Object Orientation (cont)

• Information Hiding Principle


– To enable objects to work together cooperatively,
certain details of their individual design and
performance should be hidden from other objects.
– Each object should shield its users from
unnecessary details of how it performs its role.

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Principles of Object Orientation (cont)
• Generality Principle
– To make an object as generally useful as possible, we
design them not for a particular task but rather for a
particular kind of task. This principle underlies the
use of software libraries.
– Objects should be designed to be as general as
possible.
– Objects are designed to solve a kind of task rather
than a singular task.

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Principles of Object Orientation (cont)
• Extensibility Principle
– One of the strength of the object-oriented approach
is the ability to extend an object’s behavior to handle
new tasks.
– An object should be designed so that their
functionality can be extended to carry out more
specialized tasks.

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Principles of Object Orientation (cont)
• Abstraction is the ability to focus on the
important features of an object when trying to
work with large amounts of information.
• The objects we design in Java programs will be
abstractions in this sense because they ignore
many of the attributes that characterize the
real objects and focus only on those attributes
that are essential for solving a particular
problem.
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Benefits of Object-oriented programming
• Save development time (and cost) by reusing code
– once an object class is created it can be used in
other applications
• Easier debugging
– classes can be tested independently
– reused objects have already been tested

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Self-test: Introduction to Object Oriented
Programming
1. What are the seven basic principles of
object orientation? Provide a brief
description of each.
2. State the benefits of object oriented
programming.

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