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Java OOP Notes

Java_OOP_Notes

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chormeosflex1
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0% found this document useful (0 votes)
5 views

Java OOP Notes

Java_OOP_Notes

Uploaded by

chormeosflex1
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Java and Object-Oriented Design - Study Notes

1. Variables and Assignments

- Variables store data that can be used and manipulated in a program.

- Assignment assigns a value to a variable using =.

Example: int x = 10; assigns 10 to the variable x.

2. Internet

- A global network that connects computers, allowing them to share data and resources.

- Protocols like HTTP and TCP/IP define the communication between systems on the internet.

3. Java as a Tool for Internet Applications

- Java is widely used for web-based applications due to its portability (can run on any platform with a

JVM).

- Java provides built-in support for internet protocols (HTTP, FTP).

- Java Applets (now deprecated) were once used to run small programs within browsers.

4. Byte Code and Its Advantages

- Byte Code: Intermediate code generated by the Java compiler.

- Advantages:

- Platform independence (runs on any system with JVM).

- Security (runs in a controlled environment).

- Portability (no need to recompile for different platforms).

5. Input and Output

- Input: Reading data from the user, typically using Scanner class (Scanner sc = new
Scanner(System.in);).

- Output: Displaying data to the user, using System.out.println() for console output.

6. Data Types and Expressions

- Primitive data types: int, char, float, boolean, etc.

- Expressions: Combinations of variables, operators, and values that evaluate to a single value.

Example: int result = 5 + 3; (expression 5 + 3 evaluates to 8).

7. Flow of Control

- Conditional Statements: if, else, switch.

- Loops: for, while, do-while loops control the repeated execution of code.

Example: for (int i = 0; i < 10; i++) {}

8. Local Variables

- Variables declared within a method and accessible only within that method.

9. Overloading

- Defining multiple methods with the same name but different parameter lists.

Example:

void add(int a, int b) { }

void add(float a, float b) { }

10. Parameter Passing

- Pass by Value: Java passes parameters by value, meaning it passes a copy of the variable to the

method.
11. this Pointer

- Refers to the current object instance. It helps to distinguish between instance variables and local

variables when they have the same name.

Example:

class Test { int x; Test(int x) { this.x = x; } }

12. Abstraction

- Hiding the implementation details and showing only the functionality.

Example: Using a Car object without knowing the details of its internal engine mechanics.

13. Objects and Basics

- Object: Instance of a class.

- Class: Blueprint for creating objects, defining properties (fields) and methods (functions).

14. Encapsulation

- Wrapping data (variables) and methods into a single unit (class) and restricting access using

access modifiers (like private).

15. Information Hiding

- Keeping details of an object's implementation hidden from the user to reduce complexity.

16. Method Signature

- The combination of the method's name and the parameter list.

Example: void add(int a, int b) is a method signature.

17. Classes and Instances


- Class: Defines the structure and behavior of objects.

- Instance: A specific object created from a class.

18. Polymorphism

- The ability of a method to do different things based on the object that it is acting upon.

- Method Overriding: Subclass provides a specific implementation of a method already defined in its

superclass.

19. Inheritance

- A class (subclass) inherits properties and behaviors (methods) from another class (superclass).

Example: class Animal { } class Dog extends Animal { }

20. Exceptions and Exception Handling

- Exceptions: Errors that occur during the execution of a program.

- Handling: Using try, catch, finally blocks to handle exceptions and prevent the program from

crashing.

Example: try { int x = 1/0; } catch (Exception e) { System.out.println(e); }

21. Coupling and Cohesion in Object-Oriented Software

- Coupling: Degree of dependency between classes. Aim for low coupling.

- Cohesion: How well the elements within a module/class belong together. Aim for high cohesion.

22. Object-Oriented Design - Process, Exploration, and Analysis

- Involves identifying the objects and defining their relationships and interactions.

- Process: Analyze the requirements, explore the design options, and create a solution.

- Exploration: Experiment with different ways to model the system.


- Analysis: Understand how the design meets the requirements and what needs refinement.

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