Sunday, December 7, 2014

Java Tutorial

Java Tutorial Object-oriented programming (English: abbreviated object-oriented programming OOP) is a programming paradigm which is oriented to the object. All data and functions in this paradigm is wrapped in classes or objects. Compare with structured programming logic. Any object can receive messages, process data, and send messages to other objects,

Object-oriented data model is said to be able to provide more flexibility, ease of changing the program, and is used extensively in large-scale software engineering. Furthermore, support OOP claim that OOP is easier to learn for beginners than the previous approach, and the OOP approach is more easily developed and maintained.

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The basic concept :


  1. Polymorphism via messaging. Does not depend on calling subroutines, object-oriented languages can send messages; particular method associated with a message delivery depends on the specific object in which the beam is sent. For example, if a bird receive "fast motion", he will move his wings and fly. When the lion received the same message, he will move his feet and ran. They said a similar message, but in accordance with the ability of these animals. This is called polymorphism as a variable in the program tungal can hold a variety of different types of objects while the program runs, and the text of the same program can call several different methods at different times in the same calling. This is contrary to achieve polymorphism functional language through the use of first-class functions.
  2. Encapsulation - Ensure the user of an object can not change the state of an object in a way that is not feasible; only method in the object that is given permission to access the situation. Each object access interface that specifies how other objects can interact with it. Other objects will not know and rely on the representation of the object.
  3. ABSTRACT - The ability of a program to bypass aspects of information processed by it, namely the ability to focus on the core. Every object in the system serves as a model of "actors" who can do the job abstracts, reports and changes in circumstances, and communicate with other objects in the system, without revealing how this excess is applied. Processes, functions or methods can also be made abstract, and some of the techniques used to develop a pengabstrakan.
  4. Objects - wraps the data and functions together into a unit in a computer program; object is the basis of modularity and structure in an object-oriented computer program.
  5. Class - set on the definition of data and functions in a unit for a particular purpose. For example 'class of dogs' is a unit consisting of definitions of data and functions that refer to the various kinds of behavioral / derivative of the dog. A class is the basis of modularity and structure in object-oriented programming. A class typically should be recognized by a non-programmer despite the problems associated with the existing domain, and the code contained in a class should be (relatively) is independent and independent (as the code is used if not using OOP). With modularity, the structure of a program will be linked to aspects of the problem to be resolved through the program. This way will simplify the mapping of the problem to a program or vice versa.

By using OOP then in solving a problem we do not see how to resolve the problem (structured) but what objects can do the problem solving. For example, suppose we have a department that has a manager, secretary, administrative officers and other data. Suppose the manager wants to get data from administrative bag then the manager does not have to take it directly but can be ordered officers to take administrative bag. In the case of a manager does not have to know how to take the data but the manager can get the data through objects adminiistrasi officer. So to solve a problem with the collaboration between objects that exist because each object has its own job description.




source :  http://id.wikipedia.org/wiki/Pemrograman_berorientasi_objek

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