...Object Oriented Programming IT/218 Object-Oriented Programming (OOP) provides computer programmers not only a new way to program, but a new way to think in terms of objects. This type of programming (“Object oriented programming,” 2012) allows programmers to use objects as a way of thought versus using a procedural language and organizing by data structures and algorithms. This is a new way of programming centered on objects to develop programs. C++ gives the programmer a way to incorporate encapsulation, inheritance, and polymorphorism and C++ also provides many ways of support Object-Oriented Programming. Programming was once thought upon as using a series of tasks for the computer to perform but object-oriented programming uses a collection of objects. In this type of programming, each object can receive message and process data, as well as send other messages to fellow objects. By placing information where it is not accessible by the entire computer program, OOP (“Object oriented programming,” 2012) calls the data using methods. The methods then act as intermediaries for working on the data they control. Object-oriented programs center on different types of objects. Each object contains a kind of data that manages the information within the program itself. The method of the object will use a system of checks and safeguards that are defined in the types of data the object contains. Because of this system, adaptations to the program can be...
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...Generic Exam: Object-Oriented Analysis and Design Time: 2.5 hours Marking: 100 marks, plus 10 marks for the bonus question. Purpose This purpose of this generic exam is to allow you to see what the real final exam will look like, and the relative weighting in terms of marks. The only significant difference between this generic exam and the final one is that the latter will include a specific case study. Exam Process This examination is composed of multiple sections. Each subsequent section relies upon standard solutions from the previous sections. You are required to submit your section answers—on completion—to the examination coordinator, and trade it for the standard solution. Use the provided standard solution as the basis for your subsequent work. On completion of the examination, hand in the entire set of standard solutions. Do not reveal or discuss the standard solutions, either during or after the examination. Marking ▪ Please note that the use case questions have the least marks, since they are relatively straightforward and not an object-oriented skill. In contrast, the questions on responsibility assignment, patterns, and design of collaborations have the most marks, since these are the most important object-oriented design skills. Evaluation Objectives ▪ Ability to identify primary use cases and record them in expanded, essential form. ▪ Ability to identify outstanding concepts, associations, and attributes and...
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...Introduction to OOPs ------------------------------------------------- 1.1 STRUCTURED INTRODUCTION Structured programming (known as modular programming) is a subset of procedural programming that enforces a logical structure in the programming being written, to make it more efficient and easier to understand and modify. Structured programming frequently employs a top-down design model, in which developers map out the overall program structure into separate subsections. A defined function or a set of similar functions coded in separate modules can be reused in other programs. After a module has been tested individually, it is then integrated with other modules into the overall program structure. Program flow follows a simple hierarchical model that employs looping constructs such as 'for,' 'repeat' and 'while.' Use of the 'Go To' statement is discouraged in structured programming. Structured programming was first suggested by the mathematicians Corrado Bohm and Guiseppe Jacopini. They demonstrated that any computer program can be written with just three structures: decision, sequences and loops. In structured programming coders break larger pieces of code into shorter subroutines (functions, procedures, methods, blocks or otherwise) that are small enough to be understood easily. In general, programs should use local variables and take arguments by either value or reference. These techniques help to make isolated small pieces of code easier to understand the whole program at once...
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...Object oriented programming refers to a method of programming in which individual objects, usually called "methods" and "functions", are created and used in junction with each other to perform a function. These objects are organized within the program through use of things called structures or classes. A class is something we use to create a blueprint of sorts for a assortment of variables and components. Similarly, a structure serves the same purpose. The only difference between a structure and a class is that a structure's members are public by default and a classes members are private by default. Another form of "blueprint" used by programmers is the data union. While a union is very primitive in comparison to a structure or class, it is a good tool to use to conserve memory in larger applications. A union uses the same memory block for multiple variables at different points. While two variables in a union cannot be accessed at the same time, a union is a good way to re-use blocks of memory that would normally be left void after a variable is finished with. Now that I have covered the basic points of classes, structures and unions, I will go into more detail of just how powerful a class or structure can be. In basic reference, a class is simply a blueprint to something we create instances of later in the program. This is a very vague statement however, because in object-oriented programming the class is the backbone of the program. It is what makes the...
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...Object Oriented Programming and UML Implementation modeling is “the development stage for adding fine details to a model that transcend languages. Implementation modeling is the immediate precursor to the actual implementation.”(Blaha & Rambaugh, 2005) Implementation modeling uses the following four steps: fine-tune classes, fine-tune generalizations, realize associations, and preparing for testing. Steps one and two are driven by the theory of transformations. Transformations “is a mapping from the domain of models to the range of models”(Blaha & Rambaugh, 2005) The first step in implementation modeling is fine-tuning classes. It is best to fine-tune classes before writing code because it will help to simplify development or to improve performance. If for some reason you have to alter the design first consider the following possibilities; partition a class, merge classes, partition or merge attributes, or promote an attribute or demote a class. The next step in implementation modeling is fine-tuning generalizations. It is helpful to remove generalization or to add one prior to coding. The third step is realizing associations. This is what holds the class model together by providing paths between objects. The final step is testing. “Testing is a quality assurance mechanism for catching residual errors.” (Blaha & Rambaugh, 2005) It also measures the quality of your software. “Implementation is the final development stage that addresses the...
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...then be added to the subclass as fit. The inheritance is also one way meaning that the superclass cannot inherit from the subclass Class Sandwich { } Class sub Chicken extends Sandwich { } Polymorphism Polymorphism is the ability of an object to take on many forms. This can be where a child class is created and extends a parent class to inherit their common variables and add new variables to match the requirements Public interface Food {} Public class Burger {} Public class Bigmac extends Burger implements Food {} Class A class is a blue print from which individual objects are created and modified. There are three type of variables Local variables: Variables that are defined inside method Instance variables: Instance variables are variables within a class but outside any method Class variables: Class variables are variables declared with in a class Interface An interface is a reference type in Java and is made up of a collection of abstract methods. A class implements an interface and inherits the abstract methods of the interface. It can never be declared only implemented Public human { Public void eat (); Public void drink (); } Object This is a representation of a real world entity Objects have states and...
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...coffee+ 2 tbs cream+ 2 sugar cubes= CupofCoffee While CupofCoffee = Black color Stir coffee counter clockwise End While End Mix Materials Module An example of how to write this program in an object oriented way would be, Class Make cup of instant coffee Subprogram Get Material Get coffee cup Get Instant coffee Get cream Get sugar Fill coffee cup with water End subprogram Subprogram Microwave Set coffee cup in microwave Set microwave temp=High Set time=2min Start Microwave While Microwave = not done Wait patently End While Remove coffee cup End subprogram Subprogram Mix Materials Set 1 pack instant coffee+ 2 tbs cream+ 2 sugar cubes= CupofCoffee While CupofCoffee = Black color Stir coffee counter clockwise End While End subprogram End Class I am using the cup of coffee as the object and the components that make the coffee as subprograms within the object. The difference between object oriented and structured is structured follows a series of steps laid out in order of importance. An object oriented program focuses on the object and how its data and operations make up the object. To me structured makes more sense it is easier for me to visualize a step by step order rather than focusing on one object and how other operations and data affect that...
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...Object Oriented Programming Object-oriented programming or OOP is a programming paradigm that represents concepts as “objects” that have attributes that describe the objects and associated procedures known as methods. Objects, which are usually instances of classes, are used to interact with one another to design applications and computer programs. Some advantages of OOP are it provides a clear modular structure for programs which makes it good for defining abstract data types where implementation details are hidden and the unit has a clearly defined interface. It makes it easy to maintain and modify existing code as new objects can be created with small differences to existing ones. And it provides a good framework for code libraries where supplied software components can be easily adapted and modified by the programmer. Some disadvantages are that OOP can be larger than other programs. In the early days of computing, space on hard drives, floppy drives and in memory was at a premium which meant that more money was going to be spent. Another is that it requires a lot of work to create. A great deal of planning goes into an object oriented program well before a single piece of code is ever written. Initially, this early effort was felt by many to be a waste of time. Finally OOP were slower than other programs, partially because of their size. Other aspects of OOP demand more system resources, thus slowing the program down. REST and CRUD CRUD specifies a minimal set...
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...SOF535 Object oriented analysis and design ABSTRACT This is pages are for downloading of Visual studio and setting up IDE environment.First I have gone to the link and download the IDE from that link so process starts from here.It is the first page of Downloading process visual studioMicrosoft Visual Studio is an integrated development environment (IDE) from Microsoft. It is used to develop computer programs for Microsoft Windows, as well as web sites, web applications and web services. Visual Studio uses Microsoft software development platforms such as Windows API, Windows Forms, Windows Presentation Foundation, Windows Store and Microsoft Silverlight. It can produce both native code and managed code. Visual Studio includes a code editor supporting IntelliSense (the code completion component) as well as code refactoring. The integrated debugger works both as a source-level debugger and a machine-level debugger. Other built-in tools include a forms designer for building GUI applications, web designer, class designer, and database schema designer. It accepts plug-ins that enhance the functionality at almost every level—including adding support for source-control systems (like Subversion) and adding new toolsets like editors and visual designers for domain-specific languages or toolsets for other aspects of the software development lifecycle (like the Team Foundation Server client: Team Explorer). Visual Studio supports...
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...SAMPLE QUESTION PAPER Object Oriented Programming using Java SEMESTER 1& 2 Question 1 (25 marks) a) Discuss the syntax, purpose and application, with an example for each, of the following: i. if ii. while iii. for iv. switch (4 x 5 marks = 20 marks) b) Write an independent Java method that accepts three sides of a triangle, say a, b and c and returns “Equilateral” if all the three sides are equal, “Isosceles” if any two sides are equal “Scalene” otherwise. (5 marks) Question 2 (25 marks) a) Write an independent Java method that accepts an integer and returns true if it is a prime number, false otherwise. An integer is said to be prime if it is divisible by 1 and itself only. (9 marks) b) Write an independent Java method that accepts an array of integers and returns the smallest of them. (8 marks) c) Write a Java program to accept 10 integers and print the sum of numbers divisible by 5. (8 marks) Question 3 (25 marks) a) Write a Java program to print the sum, average, maximum and minimum of 10 numbers. All numbers must be read from the user. (8 marks) b) What are formal and actual arguments? Explain with a sample program how they work in Java. (8 marks) c) Write a Java program to print first n Fibonacci sequence of numbers. The first two numbers of the sequence are 0 and 1; next number is the sum of the previous numbers. (9 marks) ...
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...userWater as new Water() Declare yes as String While yes = “yes” Display “What flavor of Kool-Aid would you like? Cherry, Lemonade, or Grape” Input Flavors IF Flavors != “Cherry” or “Lemonade” or “Grape” Display “You have Chosen” + Flavors Display “Is this correct? Yes = Y or No = N” Else Display “You have not chosen a correct Flavor” End IF Display “How Many Packs of Kool-Aid did you use? 1 or 2” Input userSugar IF userSugar = “1” Set userWater = newOnePack IF userSugar = “2” Set userWater = newTwoPack End IF Display “Would you like to make more Kool-aid? yes or no” Input yes End While End Program I believe I enjoy object oriented programming a lot more then structured...
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...Object-Oriented vs. Procedural Programming Whether it is Object-Oriented or Procedural Programming, programming in general is dealing with or looking at data and the code that can and will change the data (output) in some way. Object-Oriented vs. Procedural Programming can be said to be ways we handle the coding of the data – how it is written perhaps. We need to apply different thinking and strategies when we write code, and it can be either Object-Oriented or Procedural Programming. In Procedural Programming, we group our code into procedures, hence the name Procedural Programming. These procedures are instructions on how we use and manipulate the data. With Procedural Programming we have code that is read line by line, taking input (instructions) to do something with the goal of an output. The code is read (data taken in) in exchange for an output. With Procedural Programming, you can write code all day long that do not have an existing relationship to the data used. Procedural Programming functions use code (data) provided and can access shared data needed, but a relationship does not exist. Procedural Programming uses traditional programming languages like C, COBOL and Pascal. In short, Procedural Programming is about using and choosing data structures, creating your algorithms, and converting algorithms into code. With Procedural Programming, data and operations of the data or with the data are separate (no relationship exist). You send data to procedures...
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...and Contrast Object Oriented Programming and Procedural Programming Languages Object Oriented Programming 1 Marty Montgomery Compare and Contrast Object Oriented and Procedural Programming Languages: Object Oriented Programming and Procedural Programming are two programming paradigms. A programming paradigm is a fundamental style of computer programming, and they differ in the way different elements of the program are represented and how steps for solving problems are defined. As the name suggests, Object Oriented Programming focuses on representing problems using real-world objects and their behavior while, Procedural Programming deals with representing solutions to problems using procedures, which are collections of code that run in a specific order. (Gaddis, 2010) Procedural Programming is a method of writing software. It is a programming practice centered on the procedures or actions that take place in a program. One of the main concepts of Procedural Programming is the Procedure call. A procedure also known as a subroutine, method or a function contains an ordered list of instructions to be carried out. A procedure can be called at any time during the execution by any other procedure or by itself. Examples of Procedural programming languages are C and Pascal. (Gaddis, 2010) In OOP, the focus is on thinking about the problem to be solved in terms of real-world elements and representing the problem in terms of objects and their behavior. Object is a data structure...
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...De La Salle University-Dasmariñas College of Engineering, Architecture and Technology Engineering Department- CPE FOUR PILARS OF OBJECT ORIENTED DESIGN HOMEWORK NO.3 Submitted By: Depone, Carmela R. CPE52 Submitted To: Mr. Dwight Sabio Instructor Date Submitted: August 4, 2014 ABSTRACTION A model of a complex system that includes only the details essential to perspective of the viewer of the system or Only the characteristics of the system that are essential to the problem being studied are modelled; minor or irrelevant details are ignored. Example and Explanation * An abstraction is a model of a complex system that includes only the essential details. * Abstractions are the fundamental way that we manage complexity. * Different viewers use different abstractions of a particular system. * Thus, while we see a car as a means of transportation, the automotive engineer may see it as a large mass with a small contact area between it and the road. What does abstraction have to do with software development? * The programs we write are abstractions. * A spreadsheet program used by an accountant models the books used to record debits and credits. * An educational computer game about wildlife models an ecosystem. * Writing software is difficult because both the systems we model and the processes we use to develop the software are complex. * One of our major goals is to convince you to use...
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...MANAGEMENT DEVELOPMENT INSTITUTE OF SINGAPORE Advanced Diploma in Information technology AITD2 1422A_AITD2 1421A_AITD2 1420A_AITD2 1419A Objected-oriented Programming Mini Project Question (100 marks) In this project, you will be creating new classes that are derived from a class called BankAccount. A checking account is a bank account and a savings account is a bank account as well. This sets up a relationship called inheritance, where BankAccount is the superclass and CheckingAccount and SavingsAccount are subclasses. This relationship allows CheckingAccount to inherit attributes from BankAccount (like owner, balance, and accountNumber), but it can have new attributes that are specific to a checking account, like a fee for clearing a check. It also allows CheckingAccount to inherit methods from BankAccount, like deposit, that are universal for all bank accounts. You will write a withdraw method in CheckingAccount that overrides the withdraw method in BankAccount, in order to do something slightly different than the original withdraw method. You will use an instance variable called accountNumber in SavingsAccount to hide the accountNumber variable inherited from BankAccount. The UML diagram for the inheritance relationship is as follows: [pic] Task #1 Extending BankAccount 1. Copy the files AccountDriver.java and BankAccount.java from the Blackboard. BankAccount.java is complete and will not need to be modified...
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