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Lecture19 - Java Programming 3e Concepts and Techniques...

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Java Programming, 3e Concepts and Techniques Chapter 5 Arrays, Loops, and Layout Managers Using External Classes (I) ICTN 2730 Lecture 19 02/25/2008
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Chapter 4: Decision Making and Repetition with Reusable Objects 2 Assignments Read chapter1 (OOP/OOD), chapter 5 and lecture notes. Homework 5 grades have been posted and the sample solutions will be discussed on Wednesday. Homework 6 is due on Wednesday. Consider completing the bonus section if you would like to improve the final grade. Quiz 02 is due 9 pm tonight.
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Chapter 4: Decision Making and Repetition with Reusable Objects 3 Object Oriented Programming Concepts What is a class? A class represents the common structure and behavior shared by the same type of objects. A class is a blueprint or prototype from which objects are created. For example, every employee has a name, salary, address and maybe an email account. What is an object? Data (attributes) and operations (methods) are packaged into a single unit called an object. An object is an instance of the class. “Faculty f = new Faculty();” creates an instance of the Faculty class, aka, a Faculty object. It contains the attributes and methods defined in the Faculty class.
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Chapter 4: Decision Making and Repetition with Reusable Objects 4 OOP Concepts - Object Objects have three key characteristics Identity The object can be called and used as a single unit State The object has various properties (attributes) whose values might change Behavior The object can perform actions (using methods) and have actions performed upon it Chapter 5 illustrates how to create an object, complete with methods and attributes
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