OOPS Concepts in Java
OOPS Concepts in Java
The object-oriented programming system (Oops) is a
programming paradigm based on the concept of "object" that contains
the data and methods. The main goal of object-oriented programming is to
improve the flexibility and maintainability of the program. Object-oriented
programming gathers data and behavior (methods) in one place (the object) makes
it easier to understand how to program a path. We'll go over all Go features in
detail so you do not face any Go concept that is difficult to understand.
OOPS concept:
- Polymorphism
- Inheritance
- Encapsulation
- Abstraction
- Class
- Object
- Methods
- Messages Passing
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polymorphism
Polymorphism refers to the ability of variables, object or
function takes various forms. For example, in English, a verb means to satisfy
differently if it makes a laptop, race, ethnicity and business. Here we understand
the meaning of the Qur'an by another word used together with it. The same also
applies to polymorphism.
Inheritance
Inheritance is a concept that an object acquires the
properties and behavior of the parent object. Let's make the relationship
between the two classes of parents and children. It provides a robust mechanism
for organizing the natural structure of the software class.
Encapsulation
Encapsulation is a technique of enveloping object-oriented
programming code and data. In this concept, go, a class variable that is often
hidden from other classes. This can only be accessed using the methods of the
class that they are now. For example - at school, students may be left with no
class.
Abstraction
An abstraction that represents an act of important characteristics
without including detailed records. This is the technique of creating a new
data type suitable for a specific application. For example, when driving a car,
you do not have to worry about your inner workings. Here only attention is
needed as part of the steering wheel, gears, accelerators, etc.
Class
The class is a group of similar weight. This is only one
component is not logical physical entities. For example, if you had a class
called "expensive car", you could have an object such as Mercedes,
BMW, Toyota, etc. Their properties (data) may accelerate the price or the car
was. While the method can be done with the car is triggered, inverted, brake,
etc.
Object
An object can be defined as an example of a class and there
can not be multiple instances in the class in a program. An object contains
data and functions that operate on the data. For example - a chair, a bicycle,
progress, the pen, the desk, the car, etc.
Methods
A method is a set of statements that perform some specific
tasks and return the results to the caller. A method can perform many tasks
without returning anything special. The methods allow us to reuse the code
without rewriting the code. In Java, each method must be part of a different
class of languages, such as C, C ++, and Python.
Message passing:
Objects of communication between them, sending and receiving
information among themselves. A message to an object is a request to execute
the procedure that will be used on a function object that generates the desired
result. Passing messages involves specifying the name of the object, the name
of the role, and the information that will be sent.
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