Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or properties), and the code is in the form of procedures (often known as methods).
A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as this or self used to refer to the current object. In OOP, computer programs are designed by making them out of objects that interact with one another.[1][2] OOP languages are diverse, but the most popular ones are class-based, meaning that objects are instances of classes, which also determine their types.
Object-oriented programming uses objects, but not all of the associated techniques and structures are supported directly in languages that claim to support OOP. It performs operations on operands. The features listed below are common among languages considered to be strongly class- and object-oriented (or multi-paradigm with OOP support), with notable exceptions mentioned .
Variables that can store information formatted in a small number of built-in data types like integers and alphanumeric characters. This may include data structures like strings, lists, and hash tables that are either built-in or result from combining variables using memory pointers.
Procedures – also known as functions, methods, routines, or subroutines – that take input, generate output, and manipulate data. Modern languages include structured programming constructs like loops and conditionals.
Modular programming support provides the ability to group procedures into files and modules for organizational purposes. Modules are namespaced so identifiers in one module will not conflict with a procedure or variable sharing the same name in another file or module.
Languages that support object-oriented programming (OOP) typically use inheritance for code reuse and extensibility in the form of either classes or prototypes. Those that use classes support two main concepts:
Classes – the definitions for the data format and available procedures for a given type or class of object; may also contain data and procedures (known as class methods) themselves, i.e. classes contain the data members and member functions
Objects – instances of classes
Objects sometimes correspond to things found in the real world. For example, a graphics program may have objects such as "circle", "square", "menu". An online shopping system might have objects such as "shopping cart", "customer", and "product".[20] Sometimes objects represent more abstract entities, like an object that represents an open file, or an object that provides the service of translating measurements from U.S. customary to metric.
Each object is said to be an instance of a particular class (for example, an object with its name field set to "Mary" might be an instance of class Employee). Procedures in object-oriented programming are known as methods; variables are also known as fields, members, attributes, or properties. This leads to the following terms:
Class variables – belong to the class as a whole; there is only one copy of each one
Instance variables or attributes – data that belongs to individual objects; every object has its own copy of each one
Member variables – refers to both the class and instance variables that are defined by a particular class
Class methods – belong to the class as a whole and have access to only class variables and inputs from the procedure call
Instance methods – belong to individual objects, and have access to instance variables for the specific object they are called on, inputs, and class variables
Objects are accessed somewhat like variables with complex internal structure, and in many languages are effectively pointers, serving as actual references to a single instance of said object in memory within a heap or stack. They provide a layer of abstraction which can be used to separate internal from external code. External code can use an object by calling a specific instance method with a certain set of input parameters, read an instance variable, or write to an instance variable. Objects are created by calling a special type of method in the class known as a constructor. A program may create many instances of the same class as it runs, which operate independently. This is an easy way for the same procedures to be used on different sets of data.
Object-oriented programming that uses classes is sometimes called class-based programming, while prototype-based programming does not typically use classes. As a result, significantly different yet analogous terminology is used to define the concepts of object and instance.
In some languages classes and objects can be composed using other concepts like traits and mixins.
Java is a high-level, class-based, object-oriented programming language that is designed to have as few implementation dependencies as possible. It is a general-purpose programming language intended to let programmers write once, run anywhere (WORA),meaning that compiled Java code can run on all platforms that support Java without the need to recompile. Java applications are typically compiled to bytecode that can run on any Java virtual machine (JVM) regardless of the underlying computer architecture. The syntax of Java is similar to C and C++, but has fewer low-level facilities than either of them. The Java runtime provides dynamic capabilities (such as reflection and runtime code modification) that are typically not available in traditional compiled languages. As of 2019, Java was one of the most popular programming languages in use according to GitHub, particularly for client–server web applications, with a reported 9 million developers.
The traditional Hello world program can be written in Java as:
public class HelloWorldApp {
public static void main(String[] args) {
System.out.println("Hello World!"); // Prints the string to the console.
}
}
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