Fundamental Concepts of Object Oriented Programming

Computer Science
1 Nov 202009:15

Summary

TLDRThis script introduces the core principles of object-oriented programming (OOP): abstraction, encapsulation, inheritance, and polymorphism. It explains how abstraction simplifies real-world complexity for software applications, encapsulation hides object complexities, and inheritance allows classes to derive properties and methods from others, creating a hierarchy. Polymorphism enables subclasses to implement inherited methods uniquely, showcasing OOP's power in creating flexible, reusable code.

Takeaways

  • 🧩 **Abstraction**: Simplifies reality by focusing only on the data and processes relevant to the application being built.
  • πŸ“¦ **Encapsulation**: Binds data and the programs that manipulate it together, hiding their complexity from the outside.
  • πŸ”„ **Inheritance**: Allows a class to derive its methods and properties from another class, creating a hierarchy of superclasses and subclasses.
  • 🌟 **Polymorphism**: Enables a class to implement an inherited method in its own way, allowing different subclasses to behave differently despite sharing the same interface.
  • πŸš— **Objects in OOP**: Represent real-world entities or concepts that the software application is interested in, both physical and abstract.
  • πŸ“˜ **Classes as Templates**: Serve as blueprints for creating objects, defining their attributes and operations (methods).
  • πŸ”‘ **Properties and Methods**: Properties describe an object's data, while methods are the actions that can be performed on or by the object.
  • 🌐 **Instantiation**: The process of creating an object from a class, making each object a unique instance with its own state.
  • πŸ”— **Constructors**: Special methods used during instantiation to assign initial values to an object's properties.
  • πŸ›‘οΈ **Information Hiding**: A principle of encapsulation that protects the internal state of an object from external interference and misuse.
  • πŸ”€ **Type Relationships**: Inheritance defines 'is-a' relationships, where subclasses are specific types of their base classes.

Q & A

  • What are the four fundamental concepts of object-oriented programming?

    -The four fundamental concepts of object-oriented programming are abstraction, encapsulation, inheritance, and polymorphism.

  • What is an object in the context of object-oriented programming?

    -An object in object-oriented programming is anything of interest to the software application being built, which can be a physical thing like a car or a non-physical entity like a bank account.

  • What is abstraction in object-oriented programming?

    -Abstraction in object-oriented programming is the process of simplifying reality to focus only on the data and processes that are relevant to the application being built.

  • What is a class and how does it relate to objects?

    -A class is a template for creating objects, defining the attributes (properties) and operations (methods) of an object. It is used to instantiate objects, which are instances of the class.

  • What is encapsulation and why is it important?

    -Encapsulation is the concept of hiding the complexity of an object's inner workings from the outside. It is important for information hiding and ensuring the integrity and safety of the data and operations within the object.

  • How does inheritance work in object-oriented programming?

    -Inheritance allows a class to derive its methods and properties from another class, creating a hierarchy of classes where a subclass inherits features from its superclass.

  • What is polymorphism and how does it relate to object-oriented programming?

    -Polymorphism allows a class to implement an inherited method in its own way, enabling different subclasses of the same superclass to behave differently despite sharing the same interface.

  • What is a constructor in the context of object-oriented programming?

    -A constructor is a special method used during the instantiation of an object, allowing the assignment of values to properties at the time of object creation.

  • How does the concept of a 'state' of an object relate to its properties?

    -The 'state' of an object refers to the values assigned to its properties, making each object of the same type a unique entity.

  • What is the difference between a base class and a subclass in terms of inheritance?

    -A base class is the class at the start of the inheritance hierarchy, while a subclass is any class that derives from another class, inheriting its methods and properties.

  • Why is it beneficial for a programmer to use a class library?

    -Using a class library is beneficial because it simplifies the use of objects and ensures that the data and operations encapsulated within are safe, without needing to understand the inner workings of the class.

Outlines

00:00

πŸ“š Introduction to Object-Oriented Programming Concepts

The paragraph introduces the core concepts of object-oriented programming (OOP): abstraction, encapsulation, inheritance, and polymorphism. It begins by defining an object as a real-world entity or an abstract concept that a software application interacts with. The paragraph explains abstraction as the process of simplifying complex realities to focus on relevant data and tasks. A class is described as a blueprint for creating objects, detailing its attributes (or properties) and operations (or methods). The paragraph also touches on instantiation, where objects are created from classes, and the role of constructors in setting initial property values. Encapsulation is introduced as a means to hide the internal workings of an object, ensuring data integrity and protecting it from external interference.

05:01

πŸ”— Inheritance and Polymorphism in OOP

This paragraph delves into the concepts of inheritance and polymorphism within OOP. Inheritance allows a class to derive methods and properties from another class, creating a hierarchy of classes. It uses the example of a 'Person' class and how 'Employee' and 'Customer' classes can inherit from it, potentially extending it with additional properties and methods. The paragraph also discusses the notion of a base class, subclasses, and superclasses in the context of inheritance. Polymorphism is explained as the ability of subclasses to implement inherited methods in their own unique ways, allowing different behaviors while maintaining the same interface. The paragraph concludes by summarizing the four fundamental concepts of OOP, emphasizing how they contribute to building robust and maintainable software applications.

Mindmap

Keywords

πŸ’‘Object

In the context of the video, 'Object' refers to a fundamental concept in object-oriented programming (OOP). It represents a thing from the real world or a concept that can be modeled in a software application. Objects can be physical, like a car or a book, or abstract, like a bank account or a reservation. The video emphasizes that objects in OOP are simplified models that encapsulate relevant data and behaviors. For example, a 'Person' object might include properties like name and age and methods like 'speak' or 'eat'.

πŸ’‘Abstraction

Abstraction is one of the four fundamental concepts of OOP discussed in the video. It involves simplifying complex reality to focus on the relevant aspects for the application being developed. The video explains that when creating an object, programmers are only concerned with the data and tasks that are pertinent to the application, rather than every detail of the object. For instance, a 'Car' object might only include properties like 'color' and 'speed', abstracting away the complex mechanical details.

πŸ’‘Class

A 'Class' is described in the video as a blueprint or template for creating objects. It defines the structure of the objects, including their attributes (properties) and behaviors (methods). The video uses the analogy of a pastry cutter to illustrate how a class can be used to create multiple instances (objects) of the same type. Classes are crucial for encapsulating the properties and methods that are common to all objects of that type.

πŸ’‘Encapsulation

Encapsulation is another core concept of OOP highlighted in the video. It refers to the bundling of data with the methods that operate on that data, and the restriction of direct access to some of an object's components. This concept is also known as information hiding. The video explains that encapsulation protects the integrity of the data and the methods by keeping the internal workings of an object hidden from the outside, which simplifies the interface for other programmers and prevents unauthorized access.

πŸ’‘Inheritance

Inheritance is a key concept in OOP that allows a class to derive or inherit properties and methods from another class. The video uses the example of an 'Employee' class inheriting from a 'Person' class, which means the 'Employee' class automatically has the attributes and behaviors of a 'Person', and can also have additional properties specific to employees. Inheritance promotes code reusability and establishes a hierarchical relationship between classes.

πŸ’‘Polymorphism

Polymorphism is the ability of different classes to implement the same method in different ways. The video explains that polymorphism allows a subclass to override an inherited method with its own specific implementation. This is exemplified by a 'Customer' class that might override a 'saveDetails' method inherited from a 'Person' class to save details to a different database. Polymorphism enables objects of different classes to be treated as objects of a common superclass, while still behaving in their own unique ways.

πŸ’‘Instantiation

Instantiation is the process of creating an object from a class. The video mentions that once a class is defined, it can be used to instantiate multiple objects, each of which is an instance of that class. Instantiation is a key process in OOP as it brings the abstract class definition into a concrete object with its own state and behavior.

πŸ’‘Properties

Properties are attributes of an object that describe its state. The video explains that properties are defined within a class and can be assigned values either through property procedures or during instantiation via a constructor. Properties are a way to store data within an object, and they are integral to the object's state, which is the collection of all property values.

πŸ’‘Methods

Methods are the operations or behaviors that can be performed by an object. As described in the video, methods are programs within a class that define the actions an object can take. They are a way to encapsulate the behaviors of an object, making it easier to manage and use the object in a program. Methods can be procedures or functions that operate on the object's properties.

πŸ’‘Constructor

A constructor is a special method used to initialize the properties of an object when it is instantiated. The video explains that constructors can assign initial values to an object's properties, ensuring that each object starts with a valid and consistent state. The constructor is an essential part of the instantiation process, allowing for the creation of fully formed objects.

πŸ’‘Interface

The term 'interface' in the video refers to the public methods and properties of a class that are accessible to other classes. It defines how a class can be interacted with, without exposing the internal implementation details. The video emphasizes that understanding a class's interface is sufficient for using its objects, which simplifies programming and maintains encapsulation.

Highlights

The four fundamental concepts of object-oriented programming are abstraction, encapsulation, inheritance, and polymorphism.

An object can represent anything of interest to a software application, including both physical and non-physical entities.

Abstraction simplifies reality by focusing on relevant data and tasks for the application being built.

A class is a template for creating objects, defining their attributes and operations.

Attributes describe the object's properties, while operations are the actions that can be performed by the object.

Objects are instances of classes, created through a process called instantiation.

Encapsulation hides the complexity of an object's inner workings, protecting data integrity.

A constructor is a special method used to assign initial values to an object's properties during instantiation.

Inheritance allows a class to derive methods and properties from another class, creating a hierarchy of classes.

A base class is at the start of the inheritance hierarchy, while subclasses derive from it.

Polymorphism enables a class to implement an inherited method in its own way, allowing different behaviors for different subclasses.

The concept of polymorphism allows for the same interface to be implemented differently across subclasses.

Encapsulation ensures that the data and operations within an object are safe from outside interference.

Inheritance can be extended to create more specific types, such as an employee or customer class inheriting from a person class.

A class library is a collection of classes that can be used by other software developers, protecting intellectual property.

The interface of a class is all that is needed for a programmer to use its objects, hiding the implementation details.

Polymorphism literally means 'many forms', allowing objects of the same type to behave differently.

Object-oriented programming concepts enable the creation of flexible and reusable software components.

Transcripts

play00:05

the four fundamental concepts

play00:07

of object-oriented programming are

play00:11

abstraction encapsulation inheritance

play00:15

and polymorphism before considering what

play00:18

they mean

play00:19

first consider what is an object

play00:23

an object is a thing from the real world

play00:27

it could be a car a boat or a book

play00:31

but it might not be something physical

play00:33

that you can touch

play00:35

it could be a dental appointment a seat

play00:38

reservation for the cinema

play00:40

or a bank account in the realm of object

play00:42

object-oriented programming

play00:44

an object is anything of interest to the

play00:48

software application that you're

play00:49

building

play00:50

it's anything that you want to store and

play00:53

process

play00:53

data about another name for an object

play00:58

is an entity

play01:03

this leads us to the first fundamental

play01:05

concept

play01:06

of object-oriented programming namely

play01:09

abstraction abstraction means to

play01:13

simplify reality

play01:16

for example a person is an object

play01:19

but if you were designing a new

play01:20

application to process data

play01:22

about a person it's unlikely that you'd

play01:25

be interested

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in everything there is to know about a

play01:28

person

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rather you would only concern yourself

play01:31

with the data

play01:32

that are relevant and the tasks that you

play01:34

want to perform with those data

play01:38

to create objects programmatically you

play01:41

need

play01:41

a class a class is a template for

play01:44

creating objects

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a class is code written by a programmer

play01:49

to define the attributes

play01:50

and the operations of an object

play01:53

attributes describe the object

play01:55

they're sometimes referred to as fields

play01:57

because they contain data

play01:59

most programmers know them as properties

play02:02

properties are coded within the class

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either as public variables or as

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property procedures

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operations are actions that can be done

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to

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or performed by the object they're

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sometimes referred to as behaviors

play02:16

but more commonly they're known as

play02:18

methods

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methods are programs within the class

play02:22

that are coded either as procedures

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or functions a class is a template

play02:29

for creating objects and it's often

play02:31

compared with a pastry cutter

play02:33

because once it's been written it can be

play02:36

used to create many objects

play02:38

of the same type in fact a class is

play02:41

sometimes referred to

play02:43

as a type each object

play02:46

is an instance of a class in the

play02:48

computer's memory

play02:50

creating an object from a class is

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therefore known as

play02:54

instantiation once these objects have

play02:57

been created

play02:58

their properties can be assigned values

play03:01

making each object of the same type

play03:04

a unique entity each property is defined

play03:08

in the class by a property procedure

play03:10

which may include code to validate a

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property value

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while it's being assigned this helps to

play03:16

ensure the integrity of the data

play03:18

contained within the object

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the property values that have been

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assigned to an object are collectively

play03:24

known as

play03:25

the state of the object

play03:28

it's also possible to assign values to

play03:30

properties

play03:31

while an object is being instantiated by

play03:34

means of a special method called new

play03:37

this method is known as the constructor

play03:45

the second fundamental concept of

play03:47

object-oriented programming

play03:49

is encapsulation this means to hide the

play03:52

complexity of the inner workings of an

play03:55

object

play03:56

from the programs and the programmers

play03:58

that make use of it it's often referred

play04:00

to as

play04:01

information hiding because the data

play04:03

contained within an object

play04:05

and the functions that manipulate the

play04:06

data are bound together

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and therefore safe from outside

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interference

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in some big software development

play04:17

projects

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it's common for more experienced

play04:20

programmers to write the classes

play04:22

that will be used by the junior

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programmers

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a class might be made available in the

play04:28

form of a class

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library indeed some software development

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companies

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specialise in developing new classes to

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be used by

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other software developers compiled class

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libraries protect

play04:42

their intellectual property

play04:45

to write code that will create an object

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from a class

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then set its properties and call its

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methods it's not

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necessary to understand the inner

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workings of the class

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all the programmer needs to know is the

play04:59

name of the class

play05:00

the properties and methods available and

play05:03

any data that need to be supplied when

play05:04

they're called

play05:06

in other words all our programmer really

play05:08

needs to know about

play05:10

is the interface of the class the

play05:13

implementation code of those properties

play05:15

and methods

play05:16

can remain a mystery this greatly

play05:19

simplifies the use of objects

play05:20

and helps to ensure that the data and

play05:22

operations encapsulated within

play05:25

are safe

play05:29

the third fundamental concept of

play05:31

object-oriented programming

play05:33

is inheritance this means that a class

play05:36

can derive its methods and properties

play05:38

from another class inheritance can

play05:42

result in a hierarchy of classes

play05:44

for example this person class defines

play05:47

the methods and properties

play05:48

of a person object

play05:51

an employee in a business is also a

play05:54

person

play05:55

so through inheritance an employee class

play05:59

derives the methods and properties of

play06:01

the person class

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an employee is a type of person

play06:06

a customer of the business is also a

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person

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so through inheritance a customer class

play06:13

also derives the methods and properties

play06:16

of the person class

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a customer is a type of person

play06:22

an employee class can have some extra

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properties and methods of its own

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it can extend the person class

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and so can a customer

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but it need not stop there a programmer

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is a type of employee and so is a

play06:44

manager

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and a cleaner inheritance defines

play06:48

type of relationships

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the class at the start of the

play06:53

inheritance hierarchy is called

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the base class any class that derives

play06:59

from another class

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is called a sub class any class that is

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derived from

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is called a superclass

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the final fundamental concept of

play07:14

object-oriented programming

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is polymorphism polymorphism

play07:20

means that a class can implement an

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inherited method

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in its own way the person class at the

play07:27

base of this hierarchy

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has a method which will save details of

play07:31

any object

play07:32

created from the person class perhaps to

play07:35

a database

play07:37

thanks to inheritance all of the classes

play07:39

in this hierarchy

play07:40

do exactly the same thing but

play07:44

it may be necessary for a customer's

play07:47

details

play07:47

to be saved differently perhaps to a

play07:50

different database

play07:53

polymorphism allows for this the

play07:56

customer class can

play07:57

override the workings of any method or

play08:00

property

play08:00

that it inherits with a new version of

play08:03

its own

play08:04

different forms of the same type of

play08:07

object with the same

play08:08

interface can behave in different ways

play08:12

polymorphism literally means many forms

play08:18

to recap the fundamental concepts of

play08:21

object-oriented programming

play08:23

abstraction means to simplify reality

play08:26

and focus only on the data and processes

play08:29

that are relevant to the application

play08:31

being built

play08:33

encapsulation means that data and the

play08:36

programs that manipulate those data

play08:39

are bound together and their complexity

play08:42

is hidden

play08:44

inheritance means that a class can

play08:47

derive its methods and properties

play08:49

from another class this might result in

play08:52

an extensive hierarchy

play08:54

of superclasses and subclasses

play08:57

polymorphism means that different

play09:00

subclasses

play09:01

of the same superclass which therefore

play09:03

share the same interface

play09:05

can implement those interfaces in their

play09:07

own ways

play09:08

by overriding the code of the methods

play09:11

they inherit

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Related Tags
OOP ConceptsAbstractionEncapsulationInheritancePolymorphismProgrammingSoftware DesignClass HierarchyCode ReusabilityMethod Overriding