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Object Oriented Programming

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This document in depth concept of Object Oriented Programming, including object, class, constructor, encapsulation, interface etc

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  • May 2, 2024
  • 9
  • 2023/2024
  • Class notes
  • Andrew rudder
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Object Oriented Programming

Step 1: Understanding the Basics
Very first question arises: Why do we need Object Oriented Programming and where do we
use it?

INTRODUCTION TO PROGRAMMING

Q. What is the Programming Paradigm?
The programming paradigm is like a recipe for cooking— it's a way of organising ingredients
(code) and steps (logic) to create a dish (software).

Q. What is Object Oriented Programming(OOPs)?
So, it is a programming paradigm which is used in software development. Here, Objects

methods.

● Advantages of OOPs:
P
contain data, in the form of fields(known as attributes or properties ), and code, in the form of




OOP includes modularity, reusability, flexibility, and easier maintenance of code.
O
1) Modularity: OOP allows for breaking down complex systems into smaller,
manageable modules (classes), improving code organisation and readability.

2) Reusability: Objects and classes can be reused in different parts of a program
or in different programs altogether, reducing development time and
redundancy(unnecessary).
O
3) Flexibility: OOP supports polymorphism and inheritance, enabling code to
adapt to changing requirements and facilitating easier extension and
modification.

4) Easier Maintenance: The encapsulation of data and behaviour within objects
promotes better code maintenance. By doing this, changes to one part of the
code don't mess up other parts, making it easier to fix and update code without
causing problems elsewhere.



Q. What if you do not use Object Oriented Programming?

1. Procedural Complexity: Without OOP, code tends to become more procedural,
leading to a lack of modularity and increased complexity.
2. Limited Reusability: Procedural programming may lack the built-in mechanisms for
code reuse provided by OOP. Without classes and objects, developers may need to

, duplicate code or rely on external libraries to achieve similar levels of reuse, leading
to bloated codebases and potential inconsistencies.
3. Difficulty in Scaling and Maintenance: As the size and complexity of a project
increase, procedural code may become unwieldy and difficult to manage.




BASIC CONCEPTS OF OOP



Q. What is Class?
Class is a template to create objects. A class contains the fields like variables, methods,
properties, constructors, etc. In simple terms, think of objects as things you can see and touch
in the real world, like a car or a dog. Classes are like blueprints that describe what these
objects can do and what they are made of.




Q. What are Objects?

P
● For example: So, if "car" is a class, then your own car (Mustang) would be an Object
created from that class.



Objects is an instance of a class. You will instantiate a new object by allocating some
space in the memory using the ‘new’ keyword.
O
● It represents a specific entity or thing in your program, such as a car, a person, or a
bank account.
● Objects have attributes (also called properties or fields) that describe their
characteristics and behaviours (also called methods or functions) that define their
actions.
● Objects perform the actions defined by the methods in a class. Something only
O
becomes an object when it actually takes up space in your RAM.

Q. What are Constructors?
Constructor are called when an instance of an class is created , typically using ‘new’
keyword. Constructor have the same name and does not have any return type not even void.
Purpose of Constructors:
● Initialization: Constructor is initialize the value when the object is created. It is a part
of an object.
● Memory Allocation: Constructors allocate memory for the object and set up the
initial state of the object.

There are three types of constructors:

1) Non-Parameterized constructor: A constructor which has no argument
2) Parameterized constructor: Constructor which has parameter
3) Copy constructor: an overloaded constructor used to declare and initialise an object
from another object.

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