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Object-Oriented Programming (OOP) is a programming paradigm centered around 'objects' that encapsulate data and methods, promoting modularity, reusability, and maintainability. The four main principles of OOP are encapsulation, abstraction, inheritance, and polymorphism, each serving to protect data integrity, simplify complexity, enable code reuse, and allow for flexible method behavior. OOP enhances software development by organizing code into classes and objects, making it easier to manage, scale, and extend.

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0% found this document useful (0 votes)
10 views9 pages

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Object-Oriented Programming (OOP) is a programming paradigm centered around 'objects' that encapsulate data and methods, promoting modularity, reusability, and maintainability. The four main principles of OOP are encapsulation, abstraction, inheritance, and polymorphism, each serving to protect data integrity, simplify complexity, enable code reuse, and allow for flexible method behavior. OOP enhances software development by organizing code into classes and objects, making it easier to manage, scale, and extend.

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sandeep singh
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Object-Oriented Programming (OOP) is a paradigm in programming that is

based on the concept of "objects," which can contain data and methods that
operate on the data. OOP provides a way to structure software in a way that
is modular, reusable, and easier to maintain.

The Four Main Principles of OOP:

1. Encapsulation

2. Abstraction

3. Inheritance

4. Polymorphism

Let’s break these down in detail:

1. Encapsulation

Definition: Encapsulation is the bundling of data (attributes) and methods


(functions) that operate on the data into a single unit or class. Additionally, it
hides the internal states of objects and only exposes the necessary parts of
the object to the outside world.

Purpose:

 Protects the integrity of the data by restricting access.

 Allows data to be accessed and modified only through well-defined


interfaces (methods).

Example:

class Car {

private String model; // Encapsulated data (private)

// Public method to access the private data

public String getModel() {

return model;

}
// Public method to modify the private data

public void setModel(String model) {

this.model = model;

In this example:

 The model attribute is private, meaning it can't be accessed directly


outside the class.

 Public methods (getModel and setModel) are used to access and


modify the value of model.

2. Abstraction

Definition: Abstraction is the concept of hiding the complex implementation


details and exposing only the essential features of an object. It helps to
reduce complexity by focusing on what an object does rather than how it
does it.

Purpose:

 Allows programmers to think about the interface rather than the


implementation details.

 Helps in creating a simpler, more understandable design.

Example:

abstract class Animal {

abstract void sound(); // Abstract method

class Dog extends Animal {

void sound() {

System.out.println("Woof!");

}
}

class Cat extends Animal {

void sound() {

System.out.println("Meow!");

 Here, the Animal class defines an abstract method sound() that must
be implemented by any subclass.

 Dog and Cat are concrete classes that implement the sound() method.

 Abstraction allows us to work with animals without knowing the exact


sound implementation, which is hidden inside the subclasses.

3. Inheritance

Definition: Inheritance is a mechanism in OOP where a new class (child


class) inherits attributes and behaviors (methods) from an existing class
(parent class). This promotes code reuse and establishes a relationship
between classes.

Purpose:

 Code Reusability: You can reuse the code from the parent class.

 Extensibility: Child classes can add additional features or override


methods from the parent class.

Example:

class Animal {

void eat() {

System.out.println("Eating food");

}
class Dog extends Animal { // Dog inherits Animal

void bark() {

System.out.println("Woof!");

public class Main {

public static void main(String[] args) {

Dog dog = new Dog();

dog.eat(); // Inherited method from Animal class

dog.bark(); // Method in Dog class

 The Dog class inherits the eat() method from the Animal class, so we
don’t need to redefine it in the Dog class.

 This is an example of single inheritance.

4. Polymorphism

Definition: Polymorphism means "many forms." It allows an object to take


on multiple forms. In OOP, it is the ability of one function, method, or
operator to behave differently based on the context, typically involving
objects of different classes.

Types of Polymorphism:

 Compile-time (Method Overloading): The same method name is


used, but the method signature (number/type of parameters) is
different.

 Run-time (Method Overriding): A subclass provides a specific


implementation of a method that is already defined in its parent class.

Purpose:
 Allows flexibility in the system.

 Methods or functions can behave differently based on the type of


object calling them.

Example:

class Animal {

void sound() {

System.out.println("Animal makes a sound");

class Dog extends Animal {

@Override

void sound() {

System.out.println("Dog barks");

class Cat extends Animal {

@Override

void sound() {

System.out.println("Cat meows");

public class Main {

public static void main(String[] args) {

Animal animal1 = new Dog();


Animal animal2 = new Cat();

animal1.sound(); // Outputs "Dog barks"

animal2.sound(); // Outputs "Cat meows"

 Here, both the Dog and Cat classes override the sound() method from
the Animal class.

 The same method (sound()) behaves differently based on whether the


object is of type Dog or Cat. This is runtime polymorphism or
method overriding.

Method Overloading Example (Compile-time Polymorphism):

class Calculator {

int add(int a, int b) {

return a + b;

double add(double a, double b) {

return a + b;

 Here, the add method is overloaded to work with both integers and
doubles. This is an example of method overloading.

Additional Concepts:

1. Classes and Objects:

o Class: A blueprint or template for creating objects (instances).


o Object: An instance of a class. Objects have attributes (data
members) and behaviors (methods).

2. Constructors:

o Special methods used to initialize objects when they are created.

Example:

class Car {

String model;

// Constructor

Car(String model) {

this.model = model;

void displayModel() {

System.out.println("Model: " + model);

3. Access Modifiers:

o Control the visibility of attributes and methods.

o public: Accessible from anywhere.

o private: Accessible only within the class.

o protected: Accessible within the same package or subclasses.

o default (no modifier): Accessible only within the same


package.

4. Interfaces:

o An interface is a contract that defines a set of methods without


implementing them.
o A class that implements an interface must provide
implementations for all its methods.

o Interfaces provide abstraction and allow multiple inheritance


in Java.

Example:

interface Animal {

void sound();

class Dog implements Animal {

public void sound() {

System.out.println("Woof!");

Benefits of OOP:

 Modularity: Code is organized into classes and objects, making it


easier to manage and debug.

 Reusability: Inheritance allows you to reuse code.

 Scalability and Maintainability: It's easier to maintain and scale


software, especially large systems.

 Flexibility and Extensibility: Polymorphism and abstraction make it


easier to add new functionality without altering existing code.

Conclusion:

OOP is an essential programming paradigm that enables you to create more


organized, reusable, and manageable software. By leveraging the four main
principles—encapsulation, abstraction, inheritance, and polymorphism
—you can structure code in a way that is both efficient and flexible.

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