Object Oriented Programming with Java

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Object Oriented Programming and its Principles

Object Oriented Programming (OOP) is a programming paradigm based on the concept of “objects,” which can contain data in the form of fields (also called attributes or properties) and code in the form of methods (functions).

  • OOP focuses on organizing software design around data, or objects, rather than functions and logic.
  • In OOP, programs are designed by creating classes, which are blueprints for objects, and then using these classes to create multiple objects that interact with one another to solve a problem.
  • OOP helps make programs more modular, reusable, maintainable, and scalable.

There are four main principles of OOP:

1.) Encapsulation:

It is the concept of wrapping data (variables) and code (methods) together into a single unit called a class, and restricting access to some of the object’s components.

    • It hides the internal details of how an object works and exposes only what is necessary through a public interface.
    • This protects the data from being accessed or modified directly and helps achieve data security and integrity.

    2.) Abstraction:

    It is the principle of hiding complex implementation details and showing only the essential features of an object.

      • Through abstraction, programmers can reduce complexity and focus on interactions at a higher level.
      • In Java, abstraction is achieved using abstract classes and interfaces, allowing the user to use objects without knowing the full implementation.

      3.) Inheritance:

      It is the process by which one class (called a subclass or child class) acquires the properties and behaviors (methods) of another class (called a superclass or parent class).

        • It promotes code reuse and establishes a hierarchical relationship between classes.
        • It allows new classes to be created based on existing ones, with the ability to extend or override behavior.

        4.) Polymorphism:

        It means “many forms” and allows objects to be treated as instances of their parent class, but behave differently depending on the actual object type.

          • It allows a single interface to be used for different underlying data types.
          • It is of two types: compile-time polymorphism (method overloading) and run-time polymorphism (method overriding).

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