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Object-Oriented

Programming and
Software Development
Classes and Objects

 An object is a thing, both tangible and intangible, that we can


imagine.
 An object is comprised of data and operations that manipulate
these data.
 A class is a kind of mold or template that dictates what objects
can and cannot do.
 An object is called an instance of a class.
 An object is an instance of exactly one class.
 An instance of a class ‘belongs’ to the class.
REMEMBER!!!
A class must be defined before you can
create an instance (object) of the
class.
Quick Review

 1. Draw an object diagram for a Person class and two Person


objects, Ms. Latte and Mr. Espresso.
 2. What must be defined before you can create an object?
Messages and Methods

 To instruct a class or an object to perform a task, we send a


message to it.
For example, we send a message deposit to an Account object to
deposit $100.
 For a class or an object to process the message it receives, it must
possess a matching method, which is a sequence of instructions
that a class or an object follows to perform a task.
 A method defined for a class is called a class method.
 A method defined for an object is an instance method.
Example of an Instance Method
Example of Class Method
So we define:

An instance method for a task that pertains to an


individual instance.

A class method for a task that pertains to all instances.


Quick Review

 1. Draw an object diagram of an Account object with instance


methods deposit and withdraw.
 2. Is the getObstacleDistance method an instance or a class
method?
Class and Instance Data Values

Instance data value


A class data value is used to represent
information shared by all instances or
to represent collective information
about the instances.
 Data values are also called data members because they belong
to a class or instance of the class.
 A data value that can change is called a variable, and
 One that cannot change is a constant.
Quick Review

 1. What is the difference between a constant and a variable?


 2. Draw an object diagram of a Person object with the three
instance variables name, age, and gender.
Inheritance

 inheritance design two or more entities that are different but share
many common features.
 We call the common class the Superclass,
 all classes that inherit from it subclasses.
 We also call the superclass an ancestor and the subclass a
descendant.
Quick Review

 1. If Class A inherits from Class B, which is a superclass? Which is a


subclass?
 2. Draw a diagram that shows Class A is inheriting from Class B.
 3. What are the other names for superclass and subclass?
 4. If we have Animal, Insect, and Mammal classes, which one will
be a superclass?
Software Engineering
and Software Life Cycle

 The sequence of stages from conception to operation


of a program is called the Software life cycle, and
 Software engineering is the application of a systematic
and disciplined approach to the development, testing,
and maintenance of a program.
Five major phases in the software life cycle:

 Analysis phase, we perform a feasibility study.


 Design phase, we turn a requirements specification into a detailed design of
the program.
 Coding phase, we implement the design into an actual program.
 Testing phase. In this phase, we run the program, using different sets of data
to verify that the program runs according to the specification. (Unit testing
and Integration testing) “ Debugging”.
 Operation phase, in which the program will be put into actual use. After the
testing is successfully concluded.
“The most important and time-consuming activity during the operation phase is
software maintenance.”
Quick Review

 1. Name the stages of the software life cycle.


 2. How does the quality of design affect the software
maintenance cost?
 3. What is debugging?

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