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Oops Unit 1 - Part1

This document provides an overview of the CS8392 Object Oriented Programming II course at SMK FOMRA Institute of Technology. It covers 5 units: [1] Introduction to OOP and Java Fundamentals, [2] Inheritance and Interfaces, [3] Exception Handling and I/O, [4] Multithreading and Generic Programming, and [5] Event Driven Programming. It also discusses the key concepts of OOP including objects, classes, the 4 pillars of OOP (abstraction, encapsulation, inheritance, polymorphism), and provides examples to illustrate these concepts such as inherited classes for different types of vehicles.

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0% found this document useful (0 votes)
58 views

Oops Unit 1 - Part1

This document provides an overview of the CS8392 Object Oriented Programming II course at SMK FOMRA Institute of Technology. It covers 5 units: [1] Introduction to OOP and Java Fundamentals, [2] Inheritance and Interfaces, [3] Exception Handling and I/O, [4] Multithreading and Generic Programming, and [5] Event Driven Programming. It also discusses the key concepts of OOP including objects, classes, the 4 pillars of OOP (abstraction, encapsulation, inheritance, polymorphism), and provides examples to illustrate these concepts such as inherited classes for different types of vehicles.

Uploaded by

VINOD D
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 19

SMK FOMRA INSTITUTE OF

TECHNOLOGY
DEPARTMENT OF COMPUTER SCIENCE
AND ENGINEERING

CS8392 OBJECT ORIENTED PROGRAMMING


II YEAR CSE / III YEAR EEE

Subject Handle by,


U.Boopathi AP/CSE
Course Overview
Unit 1 INTRODUCTION TO OOP AND JAVA FUNDAMENTALS

Unit 2 INHERITANCE AND INTERFACES

Unit 3 EXCEPTION HANDLING AND I/O

Unit 4 MULTITHREADING AND GENERIC PROGRAMMING

Unit 5 EVENT DRIVEN PROGRAMMING


What you need?
 A computer with java installed.
 A decent internet connection for your
reference.
 Text editor of your choice.
 IDE eclipse preferred.
 A book that help’s you when you are in
offline.
Object Oriented Programming
 It is a software design methodology.
 It is a software programming model
that constructed based on objects.
 It aims to implement real world entities
in programming.
OOP Languages
 The programming languages that follows the oops
principles is known as object oriented programming
languages.
 Keep in mind every programming language is created
for a purpose.
 Java is on of the general purpose object
oriented programming language.
 Languages that follows oops principles other than java.
 Simula, C++, Python … etc
OBJECT
 Object is specific instance of a class.
 It is often referred as a “Real world Entity”.
 It lives in computer memory.
 It has real values.
 Objects of the same class need not be a
 same.
Shares similarity with attributes but differs
with values.
Example of an Object

Properties Methods

Colour Start, Stop

Transmission Type Accelerate

Max Speed Change Transmission


CLASS
 It is template definitions of methods and variable.
 Class is blue print of Object.
 Class should be instantiated before using.
 It is used to describe more than one object.
 A class is an extensible program-code-template
for creating objects.
 Classes are help us to create multiple objects
from them.
Car Class

 List the differences between above


cars.
4 Principles of OOP

Abstraction
Encapsulation

OOPS

Inheritance Polymorphism
ABSTRACTION
 It is used to manage the complexity of
the program.
 Hiding unwanted information from
users.
 Hiding internal working mechanism
from user.
Abstract Car

 How much user must know about the


car for safe operations?
ENCAPSULATION

 It is containment of code and data together.


 It is used to protect the unnecessary
external access of code and data
from other source.
 Parts of the program wrapped individually
without affecting each other.
Encapsulated Car
 Ex : Individual System’s in a typical car.
 The Transmission System and Music System is
independent to each other.
 Transmission System.
 Engine Speed
 Gear Ratio Change.
 Clutch On/Off.
 Music System.
 Play/Stop
 Album Change
 Source Change
[AUX/CD/US
B]
INHERITANCE

 Reuse the code.


 Sharing the characteristics or properties
among the objects.
 Parent and Child Relation
 Support the Hierarchical classification
Inherited Car

 Think about similarities and


differences.
POLYMORPHISM

 Taking more than one form.


 it describes the concept that objects of
different types can be accessed through the
same interface.
 Same object act’s differently according to
the situation.
Polymorphic Steer Wheel
[Car vs Aircraft]
Thank You !!!

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