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Overview of

Object-Oriented Software
Design and Java Programming

Putting the Pieces Together!

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Object-Oriented Design

A technique for developing a


program in which the solution
is expressed in terms of
objects -- self- contained
entities composed of data and
operations on that data.

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Object Oriented Programming
 Programmer thinks about and defines
the attributes and behavior of
objects.

 Often the objects are modeled after


real-world entities.

 Very different approach than


function-based programming (like C).
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Reasons for OOP

Abstraction
Polymorphism
Inheritance
Encapsulation

Software Engineering Issues

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Objects to Classes

• A class defines the pattern used when


instantiating an object of that type.

• A class generally contains private data and


public operations (called methods).

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Class: Object Types

 A Java class is an object type.

 When you create the definition of a class


you are defining the attributes and
behavior of a new type.

 Attributes are data members.


 Behavior is defined by methods.

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Creating an object

 Defining a class does not result in


creation of an object.

 Declaring a variable of a class type


creates an object. You can have many
variables of the same type (class).

Instantiation
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Superclass and Subclass
• Inheritance enables us to define a new class
(called a subclass) that inherits the properties of
an already existing class.

• The newly derived class is then specialized by


adding properties specific to it.

• The class being inherited from is the superclass.


• The class that inherits properties is the subclass.

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Defining Objects

• An object-oriented program consists of


many objects.

• An object is composed of identity, state


(attributes, data, and their current values)
and behavior (operations) .

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Identity, State, Behavior

• Identity is the property of an object that


distinguishes it from all other objects.

• The failure to recognize the difference


between the name of the object and the
object itself is the source of many errors
in object-oriented (OO) programming.

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Identity, State, Behavior
• The state of an object encompasses all of the
(static) properties of the object plus the current
(dynamic) values of each of these properties

• A property is an inherent or distinctive


characteristic, trait, quality, or feature that
contribute to making an object uniquely that
object

• We will use the word attribute, or data


member, to refer to the state of an object
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Examples of State
• Properties
• Elevators travel up or down
• Vending machines accept coins
• Clocks indicate the current time

• Values
• Current floor
• Number of coins deposited
• The number of minutes since the last
hour
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Identity, State, Behavior
• Behavior is how an object acts and reacts,
in terms of state changes and interactions
with other objects.
• An operation is some action that one
object performs upon another in order to
elicit a reaction.
• We will use the word method to describe
object behavior in C++.
• Invoking a method causes the behavior to
take place.
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Classes
• Classes are the definitions (or
blueprints) used to create objects. I’d
say: descriptions of objects.

• To make a car the manufacturer must


first have a design from which to build
the first car. Then, once all the problems
are worked out, the design is used to
build all the cars of that model.
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Objects
• An object is an instance of a class.

• If we have a class definition called Car,


then we can think of Audi, BMW, and
Corvette as each being an instance
(object) of the class Car, i.e., they are
each a type of car.

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Object example

Audi 6 BMW Z3 Corvette

Car Car Car

• Notice that all objects are of the same type. All objects
are cars!

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Classes and Objects
• An object is an instance of exactly one class
• Corvette can not be an instance of a car class
and an instance of a plane class at the same
time.

• An instance of a class, an object, belongs to


that particular class.
• A Corvette is a car  Corvette belongs to the
class Car.

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Classes
• Once a class is defined you can create as
many instances of the class (objects from
the class) as you would like.

• Once a blue print is completed for the 2004


Porsche 911, Porsche will use an assembly
line to build as many instances of the 2004
Porsche 911 as they wish.

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Defining a class
• Properties are variables which describe the
essential characteristics of an object.
• Properties of a car: color, model, make, how many
doors, transmission type, direction of movement, etc.

• Behaviors are methods that describe how the


object behaves and how the properties may be
modified.
• Behavior of a car: braking, changing gears, opening
doors, moving forwards or backwards, etc.

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Instance variables
• The class definition will include parameter definitions
(properties) that represent data about a particular object,
instance variables.
• Example, Joe's car may have 4 gallons of gas in it while
John's car has 10 gallons.
• The amount of gas in each car may change without
affecting the amount of gas in the any other cars.
• All instances (objects) of a class will have a set of instance
variables that are specific to that individual object.
• The combination of the values of these instance variables
is known as the object’s state.

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Instance variables

Car
MaxSpeed

Audi 6 BMW Z3 Corvette


Car Car Car
MaxSpeed = 155 MaxSpeed = 165 MaxSpeed = 145

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Class variables

• The class definitions may also include


parameter definitions that represent data that
is shared by all class instances (objects),
called class variables.

• In the case of the car class, we will define a


maximum allowed speed, by the law
(variable MaxSpeed). This will be the same
for each individual car.

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Class variables
Car
MaxSpeed
MaxSpeed=155

Audi 6 BMW Z3 Corvette


Car Car Car
MaxSpeed = 155 MaxSpeed = 165 MaxSpeed = 145

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Class variables

• Class variables may also be used to


keep track of things such as how many
instances of a class exist.

• Example: let’s create a counter the


records how many cars are in the
garage.

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Class variables
Car
MaxSpeed
MaxSpeed=155
NumCars = 3

Audi 6 BMW Z3 Corvette


Car Car Car
MaxSpeed = 155 MaxSpeed = 165 MaxSpeed = 145

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Messages

Audi 6 • turnOnHazard()

• For Objects For Humans


• The object to whom • Who the message
the message is being
sent. is for.
• The name of the • What we want the
method that object is person to do.
to execute.
• Any parameters
• What information
(variables) needed by is needed to do it.
that method.
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Messages and Methods

• In order to process a message, an object


needs to have a method defined for the
requested task.

• A method is a small, well-defined piece of


code that completes a specific task.

• For our previous example, we need to


define a method to turn on the car's
hazard lights.
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Messages and Methods
Car
MaxSpeed
MaxSpeed=155
NumCars = 3
turnOnHazard()

Audi 6 BMW Z3 Corvette


Car Car Car
MaxSpeed = 155 MaxSpeed = 165 MaxSpeed = 145
turnOnHazard() turnOnHazard() turnOnHazard()

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Instance methods
• Each class can have methods that are specific to
each object, called instance methods.

• These can only affect that object's parameters,


i.e., it’s instance variables.

• Example: If BMW has 4 gallons of gas and


someone puts 6 more gallons of gas in his/her
car, the car now has 10 gallons. The amount of
gas in Audi and Corvette is unchanged.

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Messages and Methods
Car
MaxSpeed
MaxSpeed=155
NumCars = 3
turnOnHazard()
addGass(amount)

Audi 6 BMW Z3 Corvette


Car Car Car
MaxSpeed = 155 MaxSpeed = 165 MaxSpeed = 145
turnOnHazard() turnOnHazard() turnOnHazard()
addGass(amount) addGass(amount) addGass(amount)

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Methods
• It is also possible that you want information
from an object; in this case, you would define
a method that sends (returns) a message back
to the requester containing that information.

• We need to know how much gas is in our cars,


so we will create a new method that returns
the value of Gas-Level variable for our car.

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Messages and Methods
Car
MaxSpeed
GasLevel
MaxSpeed=155
NumCars = 3 turnOnHazard()

addGass(amount) getGasLevel():GasLevel

Audi 6 BMW Z3 Corvette


Car Car Car
MaxSpeed = 155 MaxSpeed = 165 MaxSpeed = 145
GasLevel = 4 GasLevel = 10 GasLevel = 6
turnOnHazard() turnOnHazard()
addGass(amount) turnOnHazard() addGass(amount)
getGasLevel():GasLevel getGasLevel():GasLevel

addGass(amount) getGasLevel():GasLeve 32
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Class methods
• Class methods are used to get or
manipulate information about all objects
created from the class.
• Typically, class methods are changing
class variables. For example:
• Each time we move the car in or out of the
garage, we need to add/subtract one to the
number of cars: carIn( ) & carOut( )
• Also, we may want to know how many cars
are actually in the garage: getNumCars( )

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Messages and Methods
Car
MaxSpeed
GasLevel carIn()
MaxSpeed=155
NumCars = 3 carOut()

turnOnHazard() getNumCars():NumCars

addGass(amount) getGasLevel():GasLevel

Audi 6 BMW Z3 Corvette


Car Car Car
MaxSpeed = 155 MaxSpeed = 165 MaxSpeed = 145
GasLevel = 4 GasLevel = 10 GasLevel = 6
turnOnHazard() turnOnHazard() turnOnHazard()
addGass(amount) addGass(amount) addGass(amount)
getGasLevel():GasLevel getGasLevel():GasLevel getGasLevel():GasLevel
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Object Oriented
Programming

• When writing object-oriented


programs, first one must define the
classes (like Car).

• Then, while the program is running,


the instances of the classes
(objects) (such as Audi, BMW,
Corvette in our example) are
created.
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Object Oriented
Programming - Benefits

• An object can be written and maintained


separately from the rest of the program,
modularity.

• An object has a “public face” that it uses to


communicate with other objects, but other
objects can not directly access its instance
variables, information hiding.
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Information Hiding
 The interface to a class is the list of public
data members and methods.

 The interface defines the behavior of the


class to the outside world (to other classes
and functions that may access variables of
your class type).

 The implementation of your class doesn't


matter outside the class – only the
interface.
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Information Hiding (cont.)
 You can change the implementation
and nobody cares! (as long as the
interface is the same).

 You can use other peoples classes


without fear!

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Polymorphism

The ability of different objects to respond to


the same message in different ways.

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Inheritance

 You can create a new class that inherits


from an existing class.
 You can add new members and methods.
 You can replace methods.
 The new class is a specialization of the
existing class.

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Inheritance
• All classes in Java are organized into a
class hierarchy.
• The highest level classes are very general
and the lower level classes are more
specific.
• The lower level classes are based upon the
higher level classes and inherit instance
variables and methods from those higher
level class. They also may contain their
own (new) instance variables and methods
beyond the higher level class definition. 41
Inheritance
• A higher level class is called a superclass;
a lower level class is called a subclass.

• A subclass may also be a superclass

• Inheritance allows you to define certain


behaviors once and then to reuse those
behaviors over and over again in the
subclasses. This is called reusability.

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Inheritance Example
 Base class is shape, represents the
abstract notion of a shape.

 Derived classes:
 rectangle
 circle
 triangle.

 An object that is a circle is also a shape!


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Inheritance Example

• Our Car class is very general.

• Let's define a new class called BMW


that contains the parameters: model,
color, engine size.

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Inheritance

Car BMW
MaxSpeed Model
GasLevel Color
MaxSpeed=155 EngineSize

turnOnHazard() MaxSpeed
addGass(amount) GasLevel
getGasLevel():GasLevel
turnOnHazard()
addGass(amount)
getGasLevel():GasLevel

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Inheritance
• Now let's define two new classes. One for
the Z3 and another for the 3 Series
Sedan.
• What might be some of the differences
between the two classes?
• Number of doors (3, 5)
• Roof (soft or hardtop)
• Therefore, we add variables NumDoors
and Roof
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Inheritance
Car BMW
MaxSpeed Model
GasLevel Color
MaxSpeed=155 EngineSize

turnOnHazard() MaxSpeed
addGass(amount) GasLevel
getGasLevel():GasLevel
turnOnHazard()
addGass(amount)
getGasLevel():GasLevel

Z3 3 series
Model Model
Color Color
EngineSize EngineSize
Roof NumDoors

MaxSpeed MaxSpeed
GasLevel GasLevel

turnOnHazard() turnOnHazard()
addGass(amount) addGass(amount)
getGasLevel():GasLevel getGasLevel():GasLevel
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Views of the class
• A class can be viewed as a sort of contract that
specifies what instances of the class can, and
cannot do
• It is possible to distinguish between the outside
and inside view of a class
• The interface of a class provides its outside
view and emphasizes the abstraction
• The implementation of a class is its inside view

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Access

• Most classes provide three levels of access


to their members (state and behavior):
• Public
• The part of the class that is visible to all clients of the
class
• Protected
• The part of the class that is only visible to
subclasses of the class
• Private
• A part of the class that is not visible to any other
classes
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Private vs. Public

 Public data members and methods can


be accessed outside the class directly.

 The public stuff is the interface.

 Private members and methods are for


internal use only.

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Protected Class
members/methods
 We've already seen private and public.

 Protected means derived classes have


access to data members and methods,
but otherwise the members/methods are
private.

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Special Member Functions

 Constructors: called when a new object


is created (instantiated).
 can be many constructors, each can take
different arguments.

 (C++) Destructor: called when an object


is eliminated (not in Java)
 only one, has no arguments.
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Accessing Data Members

 Data members are available within each


method (as if they were local variables).

 Public data members can be accessed


by other functions using the member
access operator "." (just like C++ struct).

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Accessing class methods

 Within other class methods, a method


can be called just like a function.

 Outside the class, public methods can


be called only when referencing an
object of the class.

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static methods

 A static method is a class method that


can be called without having an object.

 Method can't access non-static data


members! (they don't exist unless we
have an object).

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Static Data Members

 It is possible to have a single variable that is


shared by all instances of a class (all the
objects).
 declare the variable as static.

 Data members that are static must be


declared and initialize outside of the class.
 at global or file scope.

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Static data member example
class foo {

static int cnt;

foo() {
foocount++;
}
}
...
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Two Programming Paradigms

Structural (Procedural) Object-Oriented


PROGRAM PROGRAM

FUNCTION OBJECT

Operations

FUNCTION Data
OBJECT

OBJECT Operations
FUNCTION
Operations Data

Data

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Object-Oriented Programming
Language Features

1. Data abstraction

2. Inheritance of properties

3. Dynamic binding of operations to objects

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OOP Terms Java Equivalents

Object Class object or class instance

Instance variable Private data member

Method Public member function

Message passing Function call ( to a public


member function )

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What is an object?

OBJECT
set of methods
Operations (public member functions)

Data internal state


(values of private data members)

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Inheritance Hierarchy Among
Vehicles
vehicle

wheeled vehicle boat

car bicycle

two-door four-door

Every car is a wheeled vehicle.


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Inheritance
 is a mechanism by which one class
acquires (inherits) the properties (both data
and operations) of another class
 the class being inherited from is the Base
Class (Superclass)
 the class that inherits is the Derived Class
(Subclass)
 the derived class is then specialized by
adding properties specific to it
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Composition (or Containment)

 is a mechanism by which the internal


data (the state) of one class includes
an object of another class

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TimeCard Class
TimeCard has a Time object

Private data:
Punch id
timeStamp
Print Private data:
Set
.
. hrs
Increment
. mins
Write
TimeCard . secs
.
.
TimeCard

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Constructor Rules for Derived Classes

 at run time, the base class constructor is


implicitly called first, before the body of the
derived class’s constructor executes
 if the base class constructor requires
parameters, they must be passed by the
derived class’s constructor

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Order in Which Constructors are
Executed
Given a class X,

 if X is a derived class its base class constructor


is executed first

 next, constructors for member objects (if any)


are executed (using their own default
constructors if none is specified)

 finally, the body of X’s constructor is executed

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End of Lecture

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