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Object Oriented Programming
Object oriented programming is meant to model the way that
the real world works. In the real world, you don't do
every task yourself, you often ask other people to do things
for you. You find people with special skills and ask
them to do the things that they are good at. You
ask a dentist to check your teeth, and you ask a mechanic
to check your car. If you asked a mechanic
to check your teeth he would tell you that he
doesn't know how to do that.
- class -
the type of an object, or the category that
it belongs to; objects that belong to the
same class have the same behaviour.
- object -
a particular instance of a class, an
actual example that exists.
- state -
the properties or attributes of an object; the
information that the object has to remember
about itself.
- behaviour -
the methods of an object; the things that
the object knows how to do.
- message passing -
communication with objects; we ask an object
to do something by sending it a message, the
message invokes a method (one of the object's
behaviours).
- arguments -
any extra information passed along with the
message; this is any information that the object
will need in order to do whatever you asked
it to do.
- return -
the value given back as a result of
whatever you asked the object to do; note
that methods do not always return
something.
For Example : class Person
- You are a person object. You are a
particular example of the class person.
- You have attributes like a particular name,
gender, height and weight. The value of
these attributes describes your state.
- All other person objects have attributes like
name, gender, height and weight, but the value
of their attributes may be different than yours.
Every person object taking cmpt111 has a
name, but no one has the same name.
Every person object taking cmpt111 also has a
height. Some people have the same height,
but many people are shorter or taller than
others.
- When objects belong to the same class they have the
same behaviour - they know how to do the same things.
For example, all person objects know how to blink
their eyes.
- If I want a particular person object to blink their eyes
I have to ask them to do it. In java, we
send a message to the particular person object that we want
to blink. If I wanted Emmett to blink his eyes twice
I would say: Emmett.blinkEyes(2);.
However, if I wanted Debbie to blink her eyes just once I
would say: Debbie.blinkEyes(1);.
- The blinkEyes method of the person class requires the
arguement "number of times to blink", and it doesn't
return anything.
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