GUIDE No 1
Intro to OOP Page < # > de
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Second marking period
AREA: Computer Science DATE:
Intro to OOP GRAD 11 A B C D
TOPIC:
E:
TEACHER: Mr. Diego Tovar
STUDENT
NAME:
Java
What is OOP?
OOP stands for Object-Oriented Programming.
Object-oriented programming (OOP) focuses on creating objects that encapsulate
both data and methods. Compared to procedural programming, OOP offers several
advantages:
• OOP is faster and easier to execute
• OOP provides a clear structure for the programs
• OOP helps to keep the Java code DRY "Don't Repeat Yourself", and makes
the code easier to maintain, modify and debug
To understand how Object-Oriented Programming (OOP) works, it's essential to
discuss classes and objects. But what exactly are classes and objects?
Classes and objects are the two fundamental components of object-oriented
programming (OOP).
GUIDE No 1
Intro to OOP Page < # > de
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Second marking period
The following illustration highlights the difference between a class and its
objects:
class objects
Fruit Apple
Banana
Mango
Another example:
class objects
Car Volvo
Audi
Toyota
Everything in Java is associated with classes and objects, along with their attributes
and methods. For example: in real life, a car is an object. The car has attributes,
such as weight and color, and methods, such as drive and brake.
A Class is like an object constructor, or a "blueprint" for creating objects.
Attributes and methods
In Object-Oriented Programming (OOP), attributes and methods are key elements
that define the behavior and characteristics of an object.
• Attributes: These are the variables or properties of a class that store
information about the object.
• Methods: These are the functions defined within a class that describe the
behaviors or actions the object can perform.
Attributes
GUIDE No 1
Intro to OOP Page < # > de
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Second marking period
Attributes represent the "state" or characteristics of an object. They are typically
defined within a class and are associated with each instance (object) of the
class.
Example:
class Car {
String brand; // Attribute: brand of the car
int year; // Attribute: year of manufacture
Think of attributes as the details about an object. In this example, every Car object
will have its own brand and year.
Methods
Methods define the actions or behaviors an object can perform. They are like verbs
or actions linked to the object.
class Car {
String brand;
int year;
void startEngine() { // Method: an action the car can perform
System.out.println("The engine is now running!");
void displayInfo() { // Method: another action
System.out.println("Brand: " + brand + ", Year: " + year);
}
GUIDE No 1
Intro to OOP Page < # > de
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Second marking period
Methods are like instructions for what an object can do. In this example, the
startEngine method makes the car "do something," and the displayInfo method
shows the car's details.
Combining Attributes and Methods
Attributes and methods work together to define an object's full functionality.
The relationship between attributes and methods:
• Attributes: Think of them as "nouns" (what the object is).
• Methods: Think of them as "verbs" (what the object does).
Example:
class Car {
String brand;
int year;
void startEngine() { // Method: an action the car can perform
System.out.println("The engine is now running!");
void displayInfo() { // Method: another action
System.out.println("Brand: " + brand + ", Year: " + year);
}
GUIDE No 1
Intro to OOP Page < # > de
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Second marking period
public class Main {
public static void main(String[] args) {
Car myCar = new Car();
myCar.brand = "Toyota";
myCar.year = 2022;
myCar.displayInfo(); // Output: Brand: Toyota, Year: 2022
myCar.startEngine(); // Output: Toyota engine started!
Activity
Exercise 1: Fill in the Blanks
Instructions: The code below is incomplete, fill in the blanks.
class ________ { // Fill in the class name
String ________; // Attribute 1
String ________; // Attribute 2
void displayInfo() { // Method
System.out.println("________: " + brand + ", Color: " + color); // Complete the print
statement
}
GUIDE No 1
Intro to OOP Page < # > de
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Second marking period
Exercise 2 Debugging Challenge
Instructions: The code below has several syntax mistakes identify them and fix
them.
class Dog {
String breed;
int age;
void bark() {
System.out.print("Woof! Woof!");
void displayDetails() {
System.out.println("Breed: " + breed + ", Age: " + year);
}
GUIDE No 1
Intro to OOP Page < # > de
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Second marking period
public class Main {
public static void main(String[] args) {
Dog myDog = new Dog();
myDog.breed = "Labrador";
myDog.age = 3;
myDog.bark();
myDog.displayinfo();
Exercise 3
Create a class of your choice (e.g., Animal, Book, Phone) with at least:
• 4 attributes (e.g., name, type)
• 3 methods (e.g., makeSound(), displayDetails())
Then create an object of that class, assign values to the attributes, and call the
methods.
Exercise 4
Create a class representing something you use daily (e.g., Smartphone, Backpack,
or Laptop). The class should include:
• At least 4 attributes and at least 4 methods.