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Mindmap

Object Oriented Programming

Amanda DeVinney Englisch

Inhalt der Mindmap

Object Oriented Programming

  • Works by modeling applications on real-world objects. Uses classes and objects and can be organized with UML Class Diagrams.
  1. Class

    • A class is a blueprint that helps create objects of similar types. All program elements in Java must be under a class.
    • Constructor
      • A constructor is used to construct an object. Every class must have at least one constructor. A constructor looks like a method, but does not have a return value. A constructor may have zero argument, in which case it is called a noargument constructor. Constructor arguments can be used to initialize the fields in the object.
  2. Object

    • Objects have two features: attributes and actions that they are able to perform. Attributes are called fields and actions are called methods. Both fields and methods are optional; an object may have one, both, or neither. To create objects, you need classes.
    • Fields
      • Variables; can be primitives or references to other objects. The initial of each word in a field is capitalized, except for the first word (e.g. newAddress)
    • Methods
      • Methods define the actions that an object can perform. A method has a declaration part (which contains a return value, a method name, and a list of arguments) and a body (which contains the code that performs the action).
      • main
        • A special method that provides and entry point to the application.
      • null
        • When a reference variable does not have an output.
  3. UML Class Diagram

    • A UML Class Diagram summarizes the fields and methods of the classes/objects of a program.

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Mindmap am Object Oriented Programming, erstellt von Amanda DeVinney am 26/01/2020.
Erstellt von
Amanda DeVinney
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