SE601P Handouts Week 1-16 Merged by Facts
- Type
- Handout
- Course
- SE601P Software Construction & Development (Practical)
- Size
- PDF 3 MB
- Updated
- 23 Oct 2026
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Text from pages 3, 4, 6 of 131. Download the file for all 131 pages.
Principles of object-oriented software development
Encapsulation: The concept of encapsulation involves bundling data and behavior together into a single unit, known as a class. The class hides the data and behavior from the outside world and provides an interface for interacting with
Inheritance: Inheritance is the process by which one class can inherit properties and behavior from another class. This enables developers to reuse code and avoid duplicating effort. Polymorphism: Polymorphism allows objects to take on multiple forms, meaning they can be used in different contexts with different behaviors. Abstraction: Abstraction is the process of simplifying complex systems by breaking them down into smaller, more manageable parts. In object-oriented software development, this is achieved through the use of abstract classes and In object-oriented programming, a class is a blueprint for creating objects. A class defines a set of properties and behaviors that are common to all objects of that class. For example, a class might define the properties and behaviors of a car, such as its make, model, and color, as well as its ability to accelerate, brake, and turn. An object, on the other hand, is an instance of a class. When you create an object, you are creating a specific instance of a class, with its own unique set of properties and behaviors.
Object Properties
Object properties are the characteristics or attributes of an object. These properties can be set when the object is created or modified later during the program's execution. For example, in the car class, the properties might include make, model, color, year, and mileage. These properties define the characteristics of the car object and can be used to determine how the car behaves in the program. In addition to their properties, objects also have behaviors or methods, which are actions that the object can perform. For example, the car object might have methods for accelerating, braking, turning, and changing gears. These methods define the actions that the object can perform and can be called by the program to control the behavior of the object.
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