TAILIEUCHUNG - Lecture An introduction to Object-Oriented Programming with Java - Chapter 1: Introduction to Object-Oriented Programming and software development

After you have read and studied this chapter, you should be able to: Name the basic components of object-oriented programming, differentiate classes and objects, differentiate class and instance methods, differentiate class and instance data values, | Chapter 1 Introduction to Object-Oriented Programming and Software Development Chapter 1 Objectives After you have read and studied this chapter, you should be able to Name the basic components of object-oriented programming. Differentiate classes and objects. Differentiate class and instance methods. Differentiate class and instance data values. ©The McGraw-Hill Companies, Inc. Permission required for reproduction or display. Chapter 1 Objectives, cont. After you have read and studied this chapter, you should be able to Draw program diagrams using icons for classes, objects, and other components of object-oriented programming. Describe the significance of inheritance in object-oriented programs. Name and explain the stages of the software life cycle. ©The McGraw-Hill Companies, Inc. Permission required for reproduction or display. Classes and Objects Object-oriented programs use objects. An object is a thing, both tangible and intangible. Account, Vehicle, Employee, etc. are examples of possible objects. An object is comprised of data and operations that manipulate those data. ©The McGraw-Hill Companies, Inc. Permission required for reproduction or display. Classes and Objects To create an object inside the computer program, we must provide a definition for objects—how they behave and what kinds of information they maintain—called a class. An object is called an instance of a class. ©The McGraw-Hill Companies, Inc. Permission required for reproduction or display. Fig. A graphical representation of an object. ©The McGraw-Hill Companies, Inc. Permission required for reproduction or display. Fig. UML notation for objects and classes: Two Bicycle objects with the names Moto-1 and Moto-2 and one Customer object with the name Jon Java. ©The McGraw-Hill Companies, Inc. Permission required for reproduction or display. Fig. A graphical representation of a class. ©The McGraw-Hill Companies, Inc. Permission required for reproduction or display. .

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