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بسم الله الرحمن الرحيم CPCS203: Programming II

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Objectives After you have read and studied this chapter, you should be able to Name the basic components of object-oriented programming Differentiate classes and objects. Differentiate class and instance methods. Differentiate class and instance data values. Draw program diagrams using icons for classes and objects Describe significance of inheritance in object-oriented programs Name and explain the stages of the software lifecycle

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Classes and Objects Object-oriented programs use objects. objectAn object is a thing, both tangible and intangible. Account, Vehicle, Employee, etc. classTo create an object inside the computer program, we must provide a definition for objects—how they behave and what kinds of information they maintain —called a class. instanceAn object is called an instance of a class.

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Graphical Representation of a Class The notation we used here is based on the industry standard notation called UML, which stands for Unified Modeling Language. We use a rectangle to represent a class with its name appearing inside the rectangle. Example: Account Motorcycle

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Graphical Representation of an Object We use a rectangle to represent an object and place the underlined name of the object inside the rectangle. Example: CA198 This is an object named CA198.

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter An Object with the Class Name : This notation indicates the class which the object is an instance. This tells an object CA198 is an instance of the BankAccount class. Example: CA198 : BankAccount

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Messages and Methods To instruct a class or an object to perform a task, we send a message to it. You can send a message only to the classes and objects that understand the message you sent to them. A class or an object must possess a matching method to be able to handle the received message. A method defined for a class is called a class method, and a method defined for an object is called an instance method. A value we pass to an object when sending a message is called an argument of the message.

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Sending a Message deposit Message deposit with the argument is sent to a BankAccount object CA198. CA198 : BankAccount one way communication

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Sending a Message and Getting an Answer current balance getCurrentBalance() Ask for the current balance of this particular account. CA198 : BankAccount The current balance of SV198 is returned. two way communication

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Calling a Class Method maximum speed MobileRobot getMaximumSpeed() Ask for the maximum possible speed for all MobileRobot objects is returned.

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Class and Instance Data Values datamethodsAn object is comprised of data values and methods. An instance data value is used to maintain information specific to individual instances. –For example, each BankAccount object maintains its balance. class data valueA class data value is used to maintain information shared by all instances or aggregate information about the instances. –For example, minimum balance is the information shared by all Account objects, whereas the average balance of all BankAccount objects is an aggregate information. Data values are also called data members

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter CA098 : BankAccountCA211 : BankAccountCA129 : BankAccount Sample Instance Data Value current balance All three BankAccount objects possess the same instance data value current balance. The actual dollar amounts are, of course, different.

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Sample Class Data Value CA098 : BankAccountCA211 : BankAccountCA129 : BankAccount current balance BankAccount minimum balance There is one copy of minimum balance for the whole class and shared by all instances. This line is an instance-of relationship.

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Duplicating Information CA098 : BankAccountCA211 : BankAccountCA129 : BankAccount current balance minimum balance redundancy waste space changing overhead

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Object Icon with Class Data Value When the class icon is not shown, we include the class data value in the object icon itself. CA129 : BankAccount current balance minimum balance

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Inheritance Inheritance is a mechanism in OOP to design two or more entities that are different but share many common features. superclass –Features common to all classes are defined in the superclass. subclasses –The classes that inherit common features from the superclass are called subclasses. We also call the superclass an ancestor (base class) and the subclass a descendant (derived class).

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter A Sample Inheritance Here are the superclass Account and its subclasses Investment and Checking. Account Checking Investment

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Inheritance Hierarchy An example of inheritance hierarchy among different types of students. Student Graduate Undergrad Commuting Law Resident Masters Doctoral

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Software Engineering Much like building a skyscraper, we need a disciplined approach in developing complex software applications. Software engineering is the application of a systematic and disciplined approach to the development, testing, and maintenance of a program. In this class, we will learn how to apply sound software engineering principles when we develop sample programs.

©The McGraw-Hill Companies, Inc. Permission required for reproduction or display., Modifications by Dr. Abdullah Basuhail,CS, FCIT,KAU,1431H 4 th Ed Chapter Software Life Cycle The sequence of stages from conception to operation of a program is called software life cycle. Five stages –Analysis –Analysis: feasibility study; output is requirements specification –Design –Design: detailed design; output is set of classes to fulfill the requirements –Coding –Coding: implement deign into actual program –Testing –Testing: unit and integration DebuggingDebugging: activity to eliminate programming errors –Operation –Operation: program put in actual use MaintenanceMaintenance: most important and time consuming activity; making changes to software; cost: 70%; –Aim: easy to maintain