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OBJECT
ORIENTATED
PROGRAMMING
PRESENTATION DONE BY:
PANDEESWARI.K(19IT1036)
1
2
4
INTRODUCTION TO OOPS
HIERACHY OF
PROGRAMMING
PARADIGMS
PROCEDURAL LANGUAGE
VS OBJECT-ORIENTATED
LANGUAGE
NEED OF OOPS
01
02
03 07
8CCCCCCCCCCCCCCC
COMPONENTS OF OOPS
3
6
5
OOPS LANGUAGES
7 BENEFITS OF OOPS
8 CONCLUSION
INTRODUCTION TO OOPS
• The object-oriented paradigm is a programming methodology
that promotes the efficient design and development of software system
using reusable components
• It can be quickly and safely assembled into larger systems.
• The main aim of object-oriented programming is to implement real world
concepts like
Object -> real world entity
Classes ->Templates/ Blueprints
Abstraction -> Visibility Controls
Inheritance -> Backward
Compapatibilty ->parent child relation
Polymorphism ->Many forms
HIERARCHY OF PROGRAMMING PARADIGMS
PROCEDURAL VS OOPS
NEED OF OOPS
• It breaks down requirements into objects with responsibilities,
not into functional steps.
• Easier to Model Real things
• To make software projects more manageable and predictable
• For more re-use code and prevent ‘reinvention of wheel’ every
time
COMPONENTS OF OOPS
CLASSES AND OBJECTS
 A class is a group of objects which have
common properties.
 It is a template or
blueprint from which objects are
created.
 It is a logical entity.
 It is non primitive data type.
 It can't be physical(no memory space)
 Object is an Instance of a class
 Any entity that has state and behavior is known as an
object.
 For example a chair, pen, table,
keyboard, bike, etc.
 A object can be physical or
logical
.
Programming Representation Of a
Class and Object
//Defining a Student class.
class Student{
//defining fields
int id; //field or data member or instance variable
String name;
//creating main method inside the Student class
public static void main(String args[]){
//Creating an object or instance
Student s1=new Student();//creating an object of Student
//Printing values of the object
System.out.println(s1.id);//accessing member through
reference variable
System.out.println(s1.name);
}
}
INHERITANCE
 Inheritance is a mechanism in which one object acquires
all the properties and behaviors of a parent object.
 Inheritance represents the IS-A relationship which is also
known as a parent-child relationship.
 EXAMPLES:Animal is a Mammals , Reptiles or Birds.
 Sub Class/Child Class/drived/extended -> inherits from
other class
 Super Class/Parent Class/ Base class ->Superclass is
the class from where a subclass inherits features.
 Types Of inheritance:
-Single -> Class B -> Class A
- Multilevel -> Class C -> Class B -> Class A
- Hierarchical -> Class B -> Class A, Class C -> Class A
- Multiple -> Class C -> class A, Class C -> class B
Programming Representation of
Inheritance
Programming Representation of Inheritance
The syntax of Java Inheritance
class Subclass-name extends Superclass-name
{
//methods and fields
}
Example:
class Employee{
float salary=40000;
}
class Programmer extends Employee{
int bonus=10000;
public static void main(String args[]){
Programmer p=new Programmer();
System.out.println("Programmer salary is:"+p.salary);
System.out.println("Bonus of Programmer is:"+p.bonus);
}
Polymorphism
 If one task is performed by different ways, it
is known as polymorphism.
 For example: To convince the customer
differently, to draw something, like shape,
triangle, rectangle , a cat speaks meow, dog
barks woof, etc.
 Polymorphism present a method that
can have many definitions.
 Polymorphism is related to
- Overloading -> Compile
timepolymorphism/runtimepolymorphism
- Overriding -> Run time polymorphism/
Dynamic polymorphism
- Syntax
getPrice()
getPrice(string name)
Encapsulation
 Encapsulation is the integration of
data and operations into a class.
 Encapsulation is hiding the
functional details from the object
calling it.
Examples:
A capsule
So, how does acceleration work?
Huh?
Details encapsulated (hidden)
from the driver.
Abstraction
 Abstraction is basically hiding the
implementation and gain access to
there functionality by exposing by
extend keyword.
 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.
ACCESS MODIFIERS
BENEFITS OF OOPS
CONCLUSION
 Thus using oops,we can develop the programs from
standard working modules that communicate with one
another, rather than having to start writing the code from
abrasion which leads to saving of development time and
advanced productivity.
 OOPs allow to break the program into bit-sized problems
that can be answered fluently (one object at a time).
 The new technology promises higher programmer
productivity, a better quality of software, and lower
conservation cost.
 The benefits of OOPs systems can be fluently upgraded
from small to large systems.
 It’s possible that multiple cases of objects co-occur
without any embarrassment.
 It’s actually easy to partition the work into a design
grounded on objects.
REFERENCES
 IEEE Standard Glossary of Software Engineering
Terminology, ANSI/IEEE Std 729-1983, The Institute of
Electrical and Electronics Engineers, Inc., 1983.
 Sametinger J. and Stritzinger A. A Documentation Scheme
for Object-Oriented Software Systems. OOPS Messenger,
1993.
 Stroustrup B.: The C++ Programming Language (Second
Edition), Addison-Wesley, 1991.
 Weinand A., Gamma E., Marty R.: Design and
Implementation of ET++, a Seamless Object-Oriented
Application Framework, Structured Programming,Vol. 10,
No.2, 1989.
 https://developer.mozilla.org/en-
US/docs/Learn/JavaScript/Objects/Object-
oriented_programming.
 http://sepwww.stanford.edu/public/docs/sep67/jon2/pap
er_html/node4.html
THANK
YOU!

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1669609053088_oops_final.pptx

  • 2. 1 2 4 INTRODUCTION TO OOPS HIERACHY OF PROGRAMMING PARADIGMS PROCEDURAL LANGUAGE VS OBJECT-ORIENTATED LANGUAGE NEED OF OOPS 01 02 03 07 8CCCCCCCCCCCCCCC COMPONENTS OF OOPS 3 6 5 OOPS LANGUAGES 7 BENEFITS OF OOPS 8 CONCLUSION
  • 3. INTRODUCTION TO OOPS • The object-oriented paradigm is a programming methodology that promotes the efficient design and development of software system using reusable components • It can be quickly and safely assembled into larger systems. • The main aim of object-oriented programming is to implement real world concepts like Object -> real world entity Classes ->Templates/ Blueprints Abstraction -> Visibility Controls Inheritance -> Backward Compapatibilty ->parent child relation Polymorphism ->Many forms
  • 6. NEED OF OOPS • It breaks down requirements into objects with responsibilities, not into functional steps. • Easier to Model Real things • To make software projects more manageable and predictable • For more re-use code and prevent ‘reinvention of wheel’ every time
  • 8. CLASSES AND OBJECTS  A class is a group of objects which have common properties.  It is a template or blueprint from which objects are created.  It is a logical entity.  It is non primitive data type.  It can't be physical(no memory space)  Object is an Instance of a class  Any entity that has state and behavior is known as an object.  For example a chair, pen, table, keyboard, bike, etc.  A object can be physical or logical .
  • 9. Programming Representation Of a Class and Object //Defining a Student class. class Student{ //defining fields int id; //field or data member or instance variable String name; //creating main method inside the Student class public static void main(String args[]){ //Creating an object or instance Student s1=new Student();//creating an object of Student //Printing values of the object System.out.println(s1.id);//accessing member through reference variable System.out.println(s1.name); } }
  • 10. INHERITANCE  Inheritance is a mechanism in which one object acquires all the properties and behaviors of a parent object.  Inheritance represents the IS-A relationship which is also known as a parent-child relationship.  EXAMPLES:Animal is a Mammals , Reptiles or Birds.  Sub Class/Child Class/drived/extended -> inherits from other class  Super Class/Parent Class/ Base class ->Superclass is the class from where a subclass inherits features.  Types Of inheritance: -Single -> Class B -> Class A - Multilevel -> Class C -> Class B -> Class A - Hierarchical -> Class B -> Class A, Class C -> Class A - Multiple -> Class C -> class A, Class C -> class B
  • 11. Programming Representation of Inheritance Programming Representation of Inheritance The syntax of Java Inheritance class Subclass-name extends Superclass-name { //methods and fields } Example: class Employee{ float salary=40000; } class Programmer extends Employee{ int bonus=10000; public static void main(String args[]){ Programmer p=new Programmer(); System.out.println("Programmer salary is:"+p.salary); System.out.println("Bonus of Programmer is:"+p.bonus); }
  • 12. Polymorphism  If one task is performed by different ways, it is known as polymorphism.  For example: To convince the customer differently, to draw something, like shape, triangle, rectangle , a cat speaks meow, dog barks woof, etc.  Polymorphism present a method that can have many definitions.  Polymorphism is related to - Overloading -> Compile timepolymorphism/runtimepolymorphism - Overriding -> Run time polymorphism/ Dynamic polymorphism - Syntax getPrice() getPrice(string name)
  • 13. Encapsulation  Encapsulation is the integration of data and operations into a class.  Encapsulation is hiding the functional details from the object calling it. Examples: A capsule So, how does acceleration work? Huh? Details encapsulated (hidden) from the driver.
  • 14. Abstraction  Abstraction is basically hiding the implementation and gain access to there functionality by exposing by extend keyword.  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.
  • 17. CONCLUSION  Thus using oops,we can develop the programs from standard working modules that communicate with one another, rather than having to start writing the code from abrasion which leads to saving of development time and advanced productivity.  OOPs allow to break the program into bit-sized problems that can be answered fluently (one object at a time).  The new technology promises higher programmer productivity, a better quality of software, and lower conservation cost.  The benefits of OOPs systems can be fluently upgraded from small to large systems.  It’s possible that multiple cases of objects co-occur without any embarrassment.  It’s actually easy to partition the work into a design grounded on objects.
  • 18. REFERENCES  IEEE Standard Glossary of Software Engineering Terminology, ANSI/IEEE Std 729-1983, The Institute of Electrical and Electronics Engineers, Inc., 1983.  Sametinger J. and Stritzinger A. A Documentation Scheme for Object-Oriented Software Systems. OOPS Messenger, 1993.  Stroustrup B.: The C++ Programming Language (Second Edition), Addison-Wesley, 1991.  Weinand A., Gamma E., Marty R.: Design and Implementation of ET++, a Seamless Object-Oriented Application Framework, Structured Programming,Vol. 10, No.2, 1989.  https://developer.mozilla.org/en- US/docs/Learn/JavaScript/Objects/Object- oriented_programming.  http://sepwww.stanford.edu/public/docs/sep67/jon2/pap er_html/node4.html