TAILIEUCHUNG - Lecture An Introduction to Object-Oriented Programming with Java (4/e): Chapter 1 - C. Thomas Wu

Chapter 1 - Introduction to object-oriented programming and software development. The purpose of this chapter is to give you a feel for object-oriented programming and to introduce a conceptual foundation of object-oriented programming. Another purpose of this chapter is to introduce the software development process. | Chapter 1 Introduction to Object-Oriented Programming and Software Development 4th Ed Chapter 1 - ©The McGraw-Hill Companies, Inc. Permission required for reproduction or display. 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. Draw program diagrams using icons for classes and objects Describe significance of inheritance in object-oriented programs Name and explain the stages of the software lifecycle 4th Ed Chapter 1 - ©The McGraw-Hill Companies, Inc. Permission required for reproduction or display. Upon completing this lesson and studying the corresponding sections from Chapter 1 of the textbook, you will have a basic understanding of classes, objects, methods, and data values. You should also be able to draw correct icons for classes and objects. Classes and Objects Object-oriented programs use objects. An object is a thing, both tangible and intangible. Account, Vehicle, Employee, etc. 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. 4th Ed Chapter 1 - ©The McGraw-Hill Companies, Inc. Permission required for reproduction or display. The two most important concepts in object-oriented programming are the class and the object. In the broadest term, an object is a thing, both tangible and intangible, which we can imagine. A program written in object-oriented style will consist of interacting objects. For a program to maintain bank accounts for a bank, for example, we may have many Account, Customer, Transaction, and ATM objects. An object is comprised of data and operations that manipulate these data. Graphical Representation of a Class The notation we used here is based on the industry

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