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Core Java Fundamentals A Beginners Guide OOPs 1

This document is a beginner's guide to Core Java fundamentals, covering essential topics such as variables, control flow, and object-oriented programming (OOP). It introduces key OOP concepts including encapsulation, inheritance, polymorphism, and abstraction, emphasizing their importance in creating organized and scalable applications. The guide concludes with a summary and resources for further learning.
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0% found this document useful (0 votes)
11 views10 pages

Core Java Fundamentals A Beginners Guide OOPs 1

This document is a beginner's guide to Core Java fundamentals, covering essential topics such as variables, control flow, and object-oriented programming (OOP). It introduces key OOP concepts including encapsulation, inheritance, polymorphism, and abstraction, emphasizing their importance in creating organized and scalable applications. The guide concludes with a summary and resources for further learning.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Core Java Fundamentals: A

Beginner's Guide
Understanding Variables, Control Flow, and Object-Oriented Programming

Presented by [Your Name]

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What We'll Cover Today
01 02 03

Introduction to Java Variables & Data Types Control Flow


A quick overview of what Java is and why it's Storing information in your programs. Making decisions and repeating actions in your
popular. code.

04 05

Introduction to Object-Oriented Programming (OOP) Summary & Next Steps


Classes, Objects, and the Four Pillars of OOP. Recap and resources for continued learning.

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A New Way of Thinking: OOP
Object-Oriented Programming (OOP) is a powerful programming model based on the
concept of "objects." It helps us model real-world things, such as a car, a user, or a bank
account, within our code. OOP organizes complex programs, making them easier to
manage, maintain, and scale for larger applications.

What is it? Core Concepts (The Four


Pillars):
• A programming model based on the
concept of "objects." • Encapsulation: Bundling data and
methods.
• Helps us model real-world entities.
• Inheritance: Reusing code through
• Organizes complex programs for
parent-child relationships.
better management.
• Polymorphism: Objects taking many
forms.

• Abstraction: Hiding complex


implementation details.

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Blueprints and Instances: Classes & Objects
In OOP, the relationship between classes and objects is fundamental. Think of a class as a blueprint or a template that defines the structure and
behavior of something. An object is an actual instance created from that blueprint, with its own unique state.

The Class (Blueprint) The Object (Instance)

A blueprint or template for creating objects. It defines an object's An instance of a class. It's the actual thing created from the blueprint,
properties (fields/variables) and behaviors (methods/functions). with its own specific characteristics and state.

class Dog { Dog myDog = new Dog();


String name; myDog.name = "Rex";
void bark() { propertymyDog.bark();
System.out.println("Woof!");
}} Analogy: A Car class is the blueprint. Your specific red Honda Civic and
my blue Ford Focus are distinct objects of that Car class.

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Pillar 1: Keeping It Together:
Encapsulation
Encapsulation is about bundling the data (variables) and the methods that operate on that
data within a single unit, typically a class. The key idea is data hiding: making variables
private to prevent outside code from changing them directly, while providing public methods
(getters and setters) to control access.

Control Security
You control how data is accessed and Protects internal data from accidental
modified, ensuring data integrity. or unauthorized corruption.

Simplicity
Hides complex internal implementation details from the outside world.

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Pillar 2: Reusing Code: Inheritance
Inheritance allows a new class (known as the subclass or child class) to inherit the properties and methods of an existing class (the superclass or
parent class). This forms an "is-a" relationship, meaning a Dog is an Animal, or a Car is a Vehicle.

Parent Class Example Child Class Example

class Animal { class Dog extends Animal {


void eat() {
System.out.println("This animal eats food."); void bark() {
} System.out.println("Woof!");
} }}

• Code Reusability: Write common code once in a parent class and Dog myDog = new Dog();

reuse it in multiple child classes. myDog.eat();


AnimalmyDog.bark();
• Organization: Creates a logical hierarchy, making code easier to
understand.

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Pillar 3: Many Forms: Polymorphism

"Polymorphism allows one action to be performed in different ways."

Polymorphism means the ability of an object to take on many forms. In practice, this means a parent class reference can be used to refer to a child class object. A common example is method
overriding, where a child class provides its own specific implementation of a method already defined in its parent class.

Parent Class Child Class Implementations

class Animal {
public void makeSound() { class Cat extends Animal {
System.out.println("Some sound"); public void makeSound() {
}} System.out.println("Meow!");
}}

class Dog extends Animal {


public void makeSound() {
System.out.println("Woof!");
}}

Think of a "makeSound" button. When you press it for a Dog object, it barks. When you press it for a Cat object, it meows. Same action, different results.
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Key Takeaways

Variables & Data Types Control Flow Object-Oriented Programming


(OOP)
The fundamental containers for storing Mechanisms like if/else statements,
information in your programs. switch cases, and loops that direct the A powerful paradigm for building
path of your program's execution. organized, reusable, and scalable
applications using Classes, Objects, and its
four main pillars (Encapsulation,
Inheritance, Polymorphism, Abstraction).

Mastering these core concepts forms the bedrock of your journey in Java programming, enabling you to write more efficient, maintainable, and
powerful applications.

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References

For Analogies and Problems


Problems and Analogy

Book
Java:The Complete Reference,Java in 24 hours

Websites
Geeksforgreek,W3Schools,TutorialsPoint

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Questions?
Thank you for your time!

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