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What is object-oriented programming?

    Object-oriented programmingis our introduction to data abstraction. We em- phasize the concepts of a data type (a set of values and a set of operations on them) and an object (an entity that holds a data-type value) and their implementation using Java’s class mechanism. We teach students how to use, create, and designdata types.

What are the best books on object oriented programming in Java?

    P.Radha Krishna ,?Object Oriented programming through Java ?,Universities Press,CRC Press,2007. 3. Bruce Eckel ,?Thinking in Java?, Prentice Hall,4thEdition,2006. 4. S.Malhotra and S. Choudhary,? Programming in Java?, Oxford University Press,2nd Edition,2014 . UNIT I: OOPS CONCEPTS AND JAVA PROGRAMMING

What is an object in Java?

    Objects • An objectis a bundle of state and behavior • State – the data contained in the object – In Java, these are the fieldsof the object • Behavior – the actions supported by the object – In Java, these are called methods – Method is just OO-speak for function – invoke a method = call a function

What is Java programming?

    IN THIS SECTION, OUR PLAN ISto lead you into the world of Java programming by tak- ing you through the basic steps required to get a simple program running. The Java system is a collection of applications, not unlike many of the other applications that you are accustomed to using (such as your word processor, email program, and internet browser).

Object Oriented Programming with Java

Provided by

the Academic Center for Excellence 1 Reviewed June 2008

Object Oriented Programming with Java

What is Object Oriented Programming?

Object Oriented Programming consists of creating outline structures that are easily reused over and over again. There are four elements of Object Oriented Programming:

Abstraction - Generalization for Relationship Inheritance Encapsulation - Encoding of Data Inheritance - Relationships between "parent-child" objects

Polymorphism - Flexibility of interchangeable parts / reusability

Imagine that there is an object

known as “Automobile." An automobile has properties such as a year, model, make, color, etc.

An automobile also has actions

such as drive forward, turn right, turn left, etc. The properties are known as “Attributes," and the actions are known as “Methods." We can also create multiple instances of the object “Automobile," one for each student in a classroom. Each student owns a car, and no two students have the same vehicle; however, each student"s car has a model and make and each car has the same action abilities. We can use a UML Class Diagram as a development tool to design abstract ideas of objects; we will refer to objects as classes. The UML Class Diagram is a table that breaks a class into two categories:

Attributes and

Methods. The example UML Class diagram above follows the Automobile model discussed earlier. It contains the attributes Year, Model, Make, and Color as well as three methods: Drive, Turn, and PrintLocation. The each attribute has a data type next to it to describe the format of information stored for that attribute. The

Year attribute will have a number, and

the Model, Make and Color attributes will all have text for a data type.

Class Automobile Attributes:

Year number Model text Make text Color text

Methods:

Drive(distance, speed, direction)

Turn(speed, direction)

PrintLocation()

Provided by

the Academic Center for Excellence 2 Object Oriented Programming with Java The Methods are actions that an "Automobile" object can perform.

Methods often expect

data before performing a function. For example, an Automobile cannot drive forward without knowing the Speed Distance, and Direction of the movement. PrintLocation does not require previous information; it will be used simply to output the current location of the car. You can navigate to specific sections of this handout by clicking the links below.

Data Types vs. Classes: pg. 2

Variables: Scope,

Regulations, and Class Over-Loading: pg. 3

Command Syntax: pg. 3

Declarations: pg. 4

Documentation: pg. 4

Import: pg. 5

Conditional Operands and Arithmetic Symbols

: pg. 5

Loops & Repetition

: pg. 5

Conditional Statements: pg. 6

If/Else Statement: pg. 6

Switch-Case Statement: pg. 6

More Information: pg. 6

Data Types vs. Classes

We mentioned data types in the UML diagram;

data types are the set of possible values that could exist for an instance of data. For example, the data type of a student's age would be a number, and the data type of their name would be text. Below is a table of common data types within various programming languages. The Type column contains variable types used in Java.

Type Description Example Usage

char A single ASCII character Letter Grade of a student

String A series of ASCII

characters

Student"s Name

int A short integer Age of a student long A long integer Student ID number float A decimal number Balance of Student Account double A precise decimal Grade Point Average of Student boolean A true or false value Commuting/Non-commuting Student

Provided by

the Academic Center for Excellence 3 Object Oriented Programming with Java We can create a class of anything we want; however, we still have to create the values within a class based on the principles of these basic data types.

Additionally we can create classes

of previously created classes and objects. This process is actually very beneficial to abstract critical thinking. We could create a "Student" class that includes our previously created "Automobile" class. For example: each student has a name(String), an age(int), an ID number(long), a GPA(double), and a car(Automobile).

Variables: Scope, regulations and class over

-loading The "Automobile" class consists of attributes and methods. Attributes are known as variables. Algebraically speaking, variables represent an unknown - and more importantly, they are used to perform calculations regardless of the individual value. In programming, variables are actually memory locations; the memory is used to store values assigned to a variable. Variables, classes, functions, etc. have a few rules regarding usage and assignment.

Variable names are case-sensitive:

o studentAGE is a different variable instance than STUDENTage Variable names cannot be pre-existing reserved commands: o Cannot name a variable char, String, int or any other data type... Variable names cannot begin with a number, contain symbols, or spaces other than an underscore ("_"): o Cannot name a variable: 08Students, #phoneNumber, student age... The scope of a variable refers to the life-time and locality of a value. For example, if we create five students that each have a name, GPA, class schedule, etc. it is unnecessary for studentA to have access to studentB's GPA. We would make the GPA a

Private variable to

isolate its availability to within the instance of a student. The process of making variables Private vs. Public can help prevent unnecessary repetition, recursion, and memory allocation. Usually, all attributes are created as Private and all methods are Public. This process then calls for two additional methods that allow a program to read and write to the

Private variable

from outside the class. Class overloading is the process of calling a function and giving it different parameters. Parameters are the required information for a function/class to operate. The "Automobile" class created on the first page requires distance, speed, and direction to call the function Drive. We can set up the Drive function to have a default direction, "Forward," and only require a distance and speed. This is an example of polymorphism, adding to the overall flexibility of the class. When the Drive function is called, the class will automatically decide which version of Drive to use based on the number of parameters that were given to it. A common error that occurs while overloading classes and functions is

Data Type Mismatch.

This error is caused by a function receiving a different data type value than what it was expecting. For example, we cannot perform mathematic operations on Strings and text.

Command Syntax

Syntax is the proper way to call or use a function. The following are a few important general Java formatting syntax requirements and tips: Complete statements of code should always have a semi-colon(;) at the end

Provided by

the Academic Center for Excellence 4 Object Oriented Programming with Java Grouped code segments such as statements within a loop or class, should be enclosed within curly braces "{" and "}" Order of Operations (Order of Precedent) is a non-configurable guideline for mathematical procedures Parameters sent to a function are enclosed in parentheses and should have the same data types as what is expected Creating constructors is a good way to control class creation; constructors are a default setting for a created class.

The following

are examples of proper syntax and description of common functions & commands within the Java language.

Declarations:

Main Operational Class: This is used to create a "main executable" class to operate a program. It operates as the main code routine.

Public class Example (

Public static void main (String args[])

... Insert main code here Variable Declarations/Assignments: The following creates integer variables x, y, and z, as well as two String variables. These variables are local or private, and cannot be seen outside of the class. String variable test is actually assigned a value during declaration. We can declare multiple variables in the same line of code as long as they are of the same data type; they should be separated by a comma.

Public class example ()

Private int x;

Private int y,z;

Private String test= "This is a String Variable";

Private String Name;

Documentation - adding comments and reminders is important in designing and re- designing a program. Documentation also proves useful when debugging and trying different features. Single-Line Comment- used for documenting the rest of a line of text.

Comment

Provided by

the Academic Center for Excellence 5 Object Oriented Programming with Java Block Comment - used for larger comments such as describing a process or documenting authorship.

Comment Line 1

Comment Line 2

Comment Line 3

Import - used to include previously designed classes/functions within a class. Imports are the very first lines of a program. Impo rt Java.Util.Scanner; // Used to import class Scanner

Import Java.Awt;

// imports a graphical class

Conditional Operands and Arithmetic Symbols

Expression Description Expression Description

n1 + n2 Addition n1 == n2 Equality n1 - n2 Subtraction n1 != n2 Does not equal n1 * n2 Multiplication n1 > n2 Greater than n1 / n2 Division, integer quotient after division n1 >= n2 Greater than or equal to n1 % n2 Modulus, integer remainder after division n1 < n2 Less than n1 = n2 Assignment n1 <= n2 Less than or equal to Loops & repetition: Looping and repetition is used to reuse sections of code that are required multiple times. Looping is very useful for reviewing conditions, counting, and handling user-entry error. The only major caution with looping is to avoid infinite loops; infinite variable creation and storage can cause serious computer problems. Finite Loop - For/Next Loop - best used for counting; the exit condition is checked before executing the statements within the loop.

For (variable; condition; increment)

statements i n loop... While/Do Loop - best used for indefinite loops where an unknown quantity of code executions is required; the exit condition is checked before executing the statements within the loop.

While ( condition )

Statements in loop...

Provided by

the Academic Center for Excellence 6 Object Oriented Programming with Java Conditional Statements: Conditional statements are used to make decisions within a program or application. There are multiple conditional statement types; which one to use depends on the situation. A simple yes/no question would best be decided by an

If/Else

statement. If a decision needs to be made regarding different values such as outputting a response based on what grade a high school student is in, a

Switch-Case statement would be

more efficient. A process known as nesting can also be used by embedding If/Else statements within

If/Else statements.

If/Else Statement

If ( condition )

Statements if condition is true

Else

Statements if condition is false

Switch-Case Statement - use break to exit switch-case as it will continue to test cases.

Switch ( variable )

Case (value1)

Statement if variable = value1;

Break;

Case (value2)

Statement if variable = value2;

Break;

Default:

Statement if variable is anything else;

More Information:

For more information regarding specific Java functions, visit the online tutorials and documentation from the creators of Java technology.

Tutorials:

http://java.sun.com/docs /books/tutorial/index.html

API Documentation:

http://java.sun.com/j2se/1.5.0/docs/api/quotesdbs_dbs20.pdfusesText_26
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