0% found this document useful (0 votes)
72 views

Introduction To Object Oriented Programming: C# Jade

Object-oriented programming (OOP) uses classes and objects to model real-world entities. A class defines common attributes and behaviors of objects, while an object is an instance of a class. Key concepts in OOP include classes, objects, properties, methods, inheritance and polymorphism. Everything in OOP is represented as an object that encapsulates both data (properties) and functions (methods) to model entities in the real world. Classes provide blueprints to create multiple objects with similar characteristics.

Uploaded by

Thabet Slimani
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
72 views

Introduction To Object Oriented Programming: C# Jade

Object-oriented programming (OOP) uses classes and objects to model real-world entities. A class defines common attributes and behaviors of objects, while an object is an instance of a class. Key concepts in OOP include classes, objects, properties, methods, inheritance and polymorphism. Everything in OOP is represented as an object that encapsulates both data (properties) and functions (methods) to model entities in the real world. Classes provide blueprints to create multiple objects with similar characteristics.

Uploaded by

Thabet Slimani
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 78

Introduction to Object Oriented Programming

Jade
C#

“The World is Object-Oriented”


-Alan Kay

Moutaz Haddara
Associate Professor 1
Westerdals- Oslo School of Arts, Communication, & Technology
Agenda

2
Introduction
– A Brief Programming History
– OOP
– Classes & Objects

3
Computer Programming
An algorithm is a step-by-step process.

A computer program is a step-by-step set of


instructions for a computer.

Every computer program is an algorithm.

4
Computer Programming

The history of computer programming is a


steady move away from machine-oriented
views of programming towards concepts and
metaphors that more closely reflect the way
in which we ourselves see & understand the
world

5
Programming Languages
• Programming languages allow programmers
to develop software.
• The three major families of languages are:
– Machine languages
– Assembly languages
– High-Level languages

6
Machine Languages
• Comprised of 1s and 0s
• The “native” language of a computer
• Difficult to program – one misplaced 1 or 0
will cause the program to fail.
• Example of code:
1110100010101 111010101110
10111010110100 10100011110111

7
Assembly Languages
• Assembly languages are a step towards easier
programming.
• Assembly languages are comprised of a set of
elemental commands which are tied to a
specific processor.
• Assembly language code needs to be translated
to machine language before the computer
processes it.
• Example:
ADD 1001010, 1011010

8
High-Level Languages
• High-level languages represent a giant leap
towards easier programming.
• The syntax of HL languages is similar to English.
• Example:
grossPay = basePay + overTimePay
• Interpreter – Executes high level language programs without compilation.

• Historically, we divide HL languages into two


groups:
– Procedural languages
– Object-Oriented languages (OOP)
9
Procedural Languages
• Early high-level languages are typically called
procedural languages.
• Procedural languages are characterized by
sequential sets of linear commands. The focus
of such languages is on structure.
• Examples include C, COBOL, Fortran, LISP,
Perl, HTML, VBScript

10
Object-Oriented Languages
• The focus of OOP languages is not on structure,
but on modeling data.
• Programmers code using “blueprints” of data
models called classes.
• Examples of OOP languages include C++,
Visual Basic.NET and Java.

11
Early programming languages
1950s 1960s 1970s
Simula
Lisp
Algol60 Algol68

Fortran Pascal

BCPL Classic C
COBOL

PL\1

Red==major commercial use


12
Blue==will produce important “offspring”
Modern programming languages
Lisp Python
Smalltalk PHP
Fortran77
Eiffel Java95 Java04
Simula67

C89 C++ C++98 C++0x

Ada Ada98 C#

Pascal Object Pascal


COBOL04 Javascript
COBOL89
Visual Basic
PERL 13
• Simula is a name for two simulation programming
languages, Simula I and Simula 67, developed in the
1960s at the Norwegian Computing Center in Oslo, by
Ole-Johan Dahl and Kristen Nygaard.
• Simula is considered the first object-oriented
programming language.
• Simula was designed for doing simulations, and the
needs of that domain provided the framework for many of
the features of object-oriented languages today.

14
 Introduction
– A Brief Programming History
– OOP
– Classes & Objects

15
OOP
• OOP is mainly a program design philosophy.
• OOP uses a different set of programming
languages than old procedural programming
languages (C, Pascal, etc.).
• Everything in OOP is grouped as self
sustainable "objects". Hence, you gain re-
usability by means of four main object-oriented
programming concepts.
16
OOP
• In OOP programmers define not only the data type of a data
structure, but also the types of operations/methods
(functions) that can be applied to the data structure.

• In this way, the data structure becomes an object that


includes both data and functions (methods) in one unit. In
addition, programmers can create relationships between
one object and another.

• For example, objects can inherit characteristics from other


objects.
17
Object-Oriented Programming Languages

· Pure OO Languages
Eiffel, Actor, Emerald, JADE, Obix, Ruby, Python, Scala,
Smalltalk, Self.

· Hybrid OO Languages
Delphi/Object Pascal, C++, Java, C#, VB.NET, Pascal,
Visual Basic, MATLAB, Fortran, Perl, COBOL 2002,
PHP, ABAP, Ada 95.

18
OOP
Key idea in object-oriented:

The real world can be “accurately” described as a


collection of objects that interact.

19
OOP Basic Terminology
Object
- usually a person, place or thing (a noun)
Method
- an action performed by an object (a verb)
Property or attribute
- Characteristics of certain object.
Class
- a category of similar objects (such as automobiles), does
not hold any values of the object’s attributes/properties

20
Introduction
– A Brief Programming History
– OOP
– Classes & Objects

21
Classes and Objects
• A class is a prototype, idea, and blueprint for
creating objects.
• An object is an instance of a class.
• For example, in Java we define classes,
which in turn are used to create objects
• A class has a constructor for creating objects
• Class is composed of three things: its name,
attributes/properties, and methods.

22
Classes (objects)

Class

Class Properties:
Objects: Belong to the class
Instances of the class

Methods:
Functions of class
Instance Properties:
Belong to the object

23
Classes & Objects

A class is a definition of
objects with the same
properties and the same
methods.

24
Classes Example

25
Almost everything in the world can be
represented as an object

• A flower, a tree, an animal


• A student, a professor
• A desk, a chair, a classroom, a building
• A university, a city, a country
• The world, the universe
• A subject such as CS, IS, Math, History, …
• An information system, financial, legal, etc..
26
What Is an Object, again?

An object is an instance of a class

27
More about objects

• Informally, an object represents an entity, either


physical, conceptual, or software.

– Physical entity
Truck

– Conceptual entity
Chemical
Process

– Software entity

Linked List
28
More formal definition of an “Object”

An object is a computational entity that:


1. Encapsulates some state
2. Is able to perform actions, or methods, on
this state
3. Communicates with other objects via
message passing

29
Classes & Objects

“X” CAR
Class
CAR

PROPERTY METHOD
Plate no: AD47483
PROPERTY
Color: Blue
METHOD
Moves forward
Moves backward
Do something:
Manufacturer:
Attribute Mercedes
or state Moves right
function & procedure
Model: CLK Moves left
Gear type: Automatic Stops

30
Classes & Objects
class

Time
inTime
hour Attributes:
hour = 8
minute minute = 30
Methods:
void addMinutes(int m)
void addMinutes( int m )
outTime
Attributes:
hour = 17
minute = 35
Methods: objects
void addMinutes(int m)

31
Class/Object

Each copy of an
object from a
particular class is
called an instance
of the class.

32
Class/Object

The act of creating a


new instance of an
class is called
instantiation.

33
In short…
• An Object is a Class when it comes alive!
• Homo Sapien is a class, John and Jack are
objects
• Animal is a class “Snowball” the cat is an object
• Vehicle is a class My neighbor's BMW is an
object
• Galaxy is a class, the MilkyWay is an object

34
Technical contrast between Objects & Classes

CLASS OBJECT
Class is a data type Object is an instance of Class.

It generates OBJECTS It gives life to CLASS

Does not occupy memory It occupies memory location.


location
It cannot be manipulated It can be manipulated.
because it is not available in
memory (except static class)

Object is a class in “runtime”


35
Objects Need to Collaborate!
• Objects are useless unless they can
collaborate together to solve a problem.
– Each object is responsible for its own
behavior and status.
– No one object can carry out every
responsibility on its own.
• How do objects interact with each other?
– They interact through messages.

36
Object Interaction
Object 1 Object 2

Message
Property Property

Method Method

Object 3

Property

Method

37
Example of Object Interaction
• The OrderEntryForm wants Order to calculate the total NOK
value for the order.

calculateOrderTotal()
orderID
date
salesTotal
tax
shipDate

Message

OrderEntryForm Order

The class Order has the responsibility to calculate the total NOK value.

38
 OOP Basic Concepts
– Encapsulation
– Inheritance
– Abstraction
– Polymorphism

39
Encapsulation

40
Encapsulation
• Is the inclusion of property & method within a
class/object in which it needs to function properly.

• Also, enables reusability of an instant of an


already implemented class within a new class
while hiding & protecting the method and
properties from the client classes.

41
Encapsulation
• The class is kind of a container or capsule or a cell,
which encapsulate the set of methods, attributes and
properties to provide its indented functionalities to other
classes.
• In that sense, encapsulation also allows a class to
change its internal implementation without hurting the
overall functioning of the system.
• That idea of encapsulation is to hide how a class does its
operations while allowing requesting its operations.

42
Encapsulation in action
Example:
• Let’s say we have a class called “Date” (day,
month, year). And then you need to define
another class called “Person” that has the
following attributes (first name, last name, and
birthdate). So in this case we can instantiate an
object from class “Date” inside class “Person”.

43
Encapsulation – Benefits
 Ensures that structural changes remain local:
 Changing the class internals does not affect any code
outside of the class
 Changing methods' implementation
does not reflect the clients using them
 Encapsulation allows adding some logic when
accessing client's data
 E.g. validation on modifying a property value

 Hiding implementation details reduces complexity


 easier maintenance
44
44
 OOP Basic Concepts
– Encapsulation
– Inheritance
– Abstraction
– Polymorphism

45
Inheritance
• Inheritance—a way of organizing classes
• Term comes from inheritance of traits like eye
color, hair color, and so on.
• Classes with properties in common can be
grouped so that their common properties are
only defined once in parent class.
• Superclass – inherit its attributes & methods to
the subclass(es).
• Subclass – can inherit all its superclass
attributes & methods besides having its own
unique attributes & methods.
46
Inheritance
• Inheritance allows child classes to inherit the
characteristics of existing parent class
• Attributes (fields and properties)
• Operations (methods)
• Child class can extend the parent class
• Add new fields and methods
• Redefine methods (modify existing behavior)
• A class can implement an interface by providing
implementation for all its methods
47
47
Inheritance

• Expresses commonality among


classes/objects
• Allows code reusability
• Highlights relationships
• Helps in code organization

48
Inheritance

49
Inheritance – Example
Base class
Person
+Name: String
+Address: String

Derived class Derived class

Employee Student
+Company: String +School: String
+Salary: double
+Name: String +Name: String
+Address: String +Address: String
50
50
An Inheritance Hierarchy

Superclass
Vehicle
Subclasses

Automobile Motorcycle Bus

Sedan Sports Car School Bus Luxury Bus

51
Example: Single Inheritance
One class inherits from another.
Ancestor
Account
- balance
Superclass - name
- number
(parent)
+ withdraw()
+ createStatement()

Inheritance
Relationship

Savings Checking
Subclasses

Descendents 52
Example: Multiple Inheritance

• A class can inherit from several other


classes.
FlyingThing Animal

Multiple Inheritance

Airplane Helicopter Bird Wolf Horse

Most modern languages don’t support multiple inheritance!


53
 OOP Basic Concepts
–Encapsulation
– Inheritance
– Abstraction
– Polymorphism

54
Type of Classes

Concrete Class Abstract Class

Can be instantiated directly Can’t be instantiated directly

55
Abstraction
• Abstraction is a design principle.

• Is the process of removing characteristics from something in


order to reduce it to a set of essential characteristics.

• Through the process of abstraction, a programmer hides all


but the relevant data about a class in order to reduce
complexity and increase reusability.
• Abstraction is a basic representation of a concept.

56
Abstraction
• Abstraction allows programmers to represent complex
real world in the simplest manner.
• It is a process of identifying the relevant qualities and
behaviors an object should possess, in other word
represent the necessary features without representing
the back ground details
• You should always use abstraction to ease reusability,
and understanding for the design and enable extension.
• When we design the abstract classes, we define the
framework for later extensions.
57
Abstraction
• An abstract class, which declared with the
“abstract” keyword, cannot be instantiated.
• It can only be used as a super-class for
other classes that extend the abstract
class. Abstract class is a design concept
and implementation gets completed when
it is being realized by a subclass.

58
Abstraction - type of classes
DOB:
Person Name:
Address:

Concrete Class Abstract Class

Can be instantiated directly Can’t be instantiated directly

DOB: DOB:
Name: Teacher Student Name:
Address: Address:
Specialization: GPA:
Academic Title: Courses:
Etc…: Etc…:
Can be instantiated directly 59
Abstraction
• An abstract class is a class that may not have any direct
instances.
• An abstract operation is an operation that it is
incomplete and requires a child to supply an
implementation of the operation.

Shape
Abstract class
{abstract}
draw () {abstract} Abstract operation

Circle Rectangle

draw () draw () 60
 OOP Basic Concepts
– Encapsulation
– Inheritance
– Abstraction
– Polymorphism

61
Polymorphism

• Encapsulation, Inheritance, and


Abstraction concepts are very related
to Polymorphism.

62
Polymorphism
• Polymorphisms is a generic term that means 'many
shapes'. More precisely Polymorphisms means the
ability to request that the same methods be performed
by a wide range of different types of things.

• In OOP, polymorphisms is a technical issue and


principle.

• It is achieved by using many different techniques named


method overloading, operator overloading, and method
overriding.
63
Polymorphism

• An object has “multiple identities”, based


on its class inheritance tree
• It can be used in different ways

64
Polymorphism
• In Java, two or more classes could each have a
method called output
• Each output method would do the right thing
for the class that it was in.
• One output might display a number
(output.number) in one class, whereas it might
display a name (output.text) in another class.

65
Polymorphism
• It is the ability to look at a class in its
parent image.
• Lets see the robot example throughout the
following few slides

66
Polymorphism- Abstract class, again!!!!

• It is a class that you cannot instantiate


from, however, you use it to dominate and
specify how the minimum requirements in
an inherited classes should be.
public abstract class Robot
{
public virtual abstract void Move()
// abstract move needs
} 67
public class LeggedRobot:Robot
{
public override void Move()
{
// actions of legged robot to move
}
}

68
public class WheeledRobot:Robot
{
public override void Move()
{
// actions of Wheeled robot to move
}
}
69
public void moveRobot(Robot A)
{
A.Move();
}

70
public moveAllRobots()
{
LeggedRobot lr = new LeggedRobot();
WheeledRobot wr = new WheeledRobot();

moveRobot(lr);
moveRobot(wr);
}
71
Polymorphism

Shape
Bird
Void Draw()

S.Draw()
C.Draw()
T.Draw()

72
Concluding Remarks

73
Advantages of OOP
• Code reuse & recycling
• Improved software-development productivity
• Improved software maintainability
• Faster development
• Lower cost of development
• Higher-quality software
• Encapsulation

74
Disadvantages of OOP
• Steep learning curve
• Could lead to larger program sizes
• Could produce slower programs

75
OOP Suitability

• Object oriented programming is good in


complex projects or modular type of
systems. It allows simultaneous system
development teams and also could aid
in agile system development
environments like Xtreme Programming.

76
References
MIT OpenCourseWare:
http://ocw.mit.edu/courses/electrical-engineering-and-computer-science/6-01sc-
introduction-to-electrical-engineering-and-computer-science-i-spring-2011/unit-1-
software-engineering/object-oriented-programming
Larman, C. (2012). Applying UML and Patterns: An Introduction to Object-
Oriented Analysis and Design and Iterative Development, 3/e. Pearson Education
India.
http://docs.oracle.com/javase/tutorial/java/concepts
http://en.wikipedia.org/wiki/Object-oriented_programming
https://www.udacity.com/wiki/classes
https://weblogs.java.net/blog/potty/archive/2014/01/20/introduction-object-
oriented-programming-oop-part-i
Lischner, Ray. "Introduction to Object-Oriented Programming." Exploring C++ 11.
Apress, 2013. 239-244.

77
Thanks for your attention!

78

You might also like