session 02 and 03: c# oop 1 oop in c#: classes and objects in c#. object-oriented design. uml class...
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AK IT: Softwarekonstruktion 1
Session 02 and 03:C# OOP 1
OOP in C#:Classes and Objects in C#.Object-Oriented Design.
UML Class Diagram.Object Interaction.
FEN 2013-01-27
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Object-Oriented Programming
“ The Three Pillars of OOP”:
Encapsulation
InheritancePolymorphism
In later sessions
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OO-Principles-encapsulation
• Seen from the outside an object is an entity offering a number of services (public methods and properties).
• The implementation and data representation are hidden or encapsulated. – This makes it possible to change implementation without affecting
other parts of the program.– Also it becomes possible to think and talk about and use the
object without knowing the implementation.– Hiding data behind methods and properties are called
encapsulation or data abstraction. • Encapsulation or data abstraction is one the fundamental
principles of object-oriented programming.
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Definition of Object and Class• Object
– Represents a real-world concept, realised by data (attributtes) associated with the concept and a number of operations (methods)that may be used to access the attributes of the object.
• Class– A type that defines the attributes and methods of a set of objects
that all represent instances of the same real-world concept. • The class describes the structure of the concept, and the
objects are the actual instances of the class.• The class is static – exists only compile time. • Objects are dynamic – exist runtime.
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Attributes (data)
• Attributes define the data to be stored (name and type). Attributes are defined in the class, and are assign values in the objects.
• E.g.: – BankAccount:
• accountNo, balance, maxLimit, interestRate etc.– Employee:
• name, departmentNo, salery, jobTitle etc.
• The state of an object is given by the value of its attributes at a given time.
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Methods (operations)
• The operations of an object are defined by the methods implemented in the class.
• Calls to methods either return information about the state of the object (accessors) or change the state of the object (mutators).
• BankAccount– WithDraw(), Deposite(), GetBalance() etc.
• Employee– GiveASaleryRaise (), SetTitle() etc.
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Properties(C# speciality)
• Are used for getting and setting attribute values. (Replace set- and get-methods in Java and C++).
• Provide a syntax similar to direct access of the attributes.
• (Anders Hejsberg footprint?)
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Constructor
• Method(s) with the same name as the class and no return type.The job of a constructor is to initialise the attributes of the object during object creation.
• E.g. Creating an object– BankAccount acc = new BankAccount();
• BankAccount() is a call to the constructor.• The new command
– Allocates memory for the object.– Assigns the variable (the reference) acc to the allocated block of
memory – new is actually a function that returns an address in the heap.
• Constructors may be overloaded
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The Anatomy of a Class
Classes are usually written by this pattern:
class ClassName {
declaration of attributesconstructorspropertiesmethods
}
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Methods
<access modifier> <return type> Metodenavn (parameter list) { statements}
public int SumOf2Ints (int int1, int int2) {
int sum;sum = int1 + int2;return sum;
}
Acessmodifier: public/protecte
d/private
• Local variable• return• Parameters
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The Class BankAccount- attributes and constructor
namespace Banking{
public class BankAccount{
private double balance;private int accNo;private int interestRate;
public BankAccount(int no, int ir){
balance = 0;accNo = no;intrestRate = ir;
}
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Methods
public bool Withdraw(double amount)
public void Deposite(double amout)
public void GiveInterest()
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Properties
public int InterestRate{
get{return interestRate;}set{if( value>=0) interestRate = value;}
}
Lets do it in C# using Visual Studio.Source here.
UML class diagrams• Can be used for different things:
– Domain model (or conceptual model) showing objects in the users world ((problem) domain) and their relationships.
– Design class diagram showing the structure of the code.• For the moment our class diagrams will do both.
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UML class diagram• A class is described by:
– Its name– Its attributes (field variables, data members)– Its methods (operations)
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Class name
Attributes
Methods
For simplicity attributes and/or methods may be omitted, so
only structure is shown
UML class diagram• The classes are connected – in UML:
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The connection is called an association, and is shown as a
line.
The multiplicity or cardinality of the association is indicated by numbers. 1 means exactly
one, so a bank account belongs to exactly one
customer
Multiplicity may have a minimum and a maximum: 0..1 means zero
or one, so a customer may be associated with zero or one bank
account.
Object Interaction
• The Banking example shows object interaction:– The classes are connected – in UML:
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In the Code
public class Customer{ //… private BankAccount account; //…
public void CreateAccount(int no, double ir, double bal){account= new BankAccount(no, ir, bal);
} //…
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Customer is responsible for creating BankAccount objects.
The association is implemented by an
object reference (attribute).
In the Code
public class Program{ //… Customer c = new Customer(1, "Peter Thomsen"); //…
Console.WriteLine("Customer: "+ c.Name +" has DKK “ + c.Account.Balance + " in the bank");
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Methods in the other class is called using the reference.
Cardinality or Multiplicity• Tells how many objects an object
may be associated with:– One customer may have one
account, an account must belong to a customer.
– One customer may have many accounts, an account must belong to one customer.
– A customer may have zero or more accounts, an account may belong to one or more customers.
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Exercise
• Do the first parts of the ForestExercise (classes Owner and Forest, no 1 – 13).
• The rest of the ForestExercise.
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