- As you know, Java is considered an Object-Oriented programming language, but what does that really mean? Classes and Objects are the main focus of this section. A Class is a blueprint for an object. Classes are used to represent the State and Behavior of that object. For example, if we have a Person Class, the person would have a State, which might be their Name or their Age or both, and they'll have a Behavior, such as maybe we need to change the name.
They got married or it was spelled incorrectly when the person was first added, or maybe we need to update their age. So a person has some state values, some attributes, Name, Age, and Behaviors, that we will use to update the data for this person. Change their name or update their age. We use Classes to model Real-world objects, such as Bank accounts, Vehicles, Animals, Inventory, and Movies, just to name a few.
Each class contains Instance data, Constructors, which are special methods used to build an instance of our class, and Methods, the blocks of code common to all objects of this class that represent the object's behavior.
Author
Released
6/29/2015- Getting started with parsing
- Reviewing data types
- Using decisions
- Creating user-defined methods
- Command-line debugging
- Exploring the Java API
- Creating and instantiating classes
- Working with interfaces
- Storing items with arrays
Skill Level Intermediate
Duration
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Q: How can I make my debugger function like the author’s?
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Introduction
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Welcome58s
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1. Command Level Programming
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Challenge: Hello world1m 8s
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Solution: Hello world2m 22s
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2. Basics Review
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Reviewing data types4m 32s
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Using decisions2m 37s
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Managing loops4m 36s
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Challenge: College cost app1m 12s
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Solution: College cost app4m 23s
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3. Debugging
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Setting breakpoints1m 42s
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Stepping through the code4m 37s
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Command line debugging3m 50s
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Solution: Debugging5m 25s
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4. Java API
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Exploring the Java API3m 2s
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Challenge: API51s
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Solution: API2m 16s
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5. Simulations and Algorithm Analysis
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Using simulations3m 24s
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Random number generator3m 5s
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Analyzing algorithms4m 49s
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Leveraging recursion1m 59s
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Challenge: Monte Carlo2m 1s
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Solution: Monte Carlo3m 2s
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6. Classes and Objects
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Diagramming with UML1m 42s
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Creating classes7m 4s
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Using encapsulation1m 28s
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Instantiating classes7m 16s
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Avoiding null references4m 27s
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Challenge: Kathie's Catering2m 53s
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Solution: Kathie's Catering4m 41s
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7. More on Classes
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Introducing inheritance6m 35s
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Working with interfaces4m 30s
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Using polymorphism2m 14s
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Solution: Pizza ordering app3m 51s
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8. Data Structures
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Storing items with arrays4m 15s
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Utilizing 2D arrays3m 3s
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Managing ArrayLists5m 33s
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Enhanced for Loop5m 9s
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Challenge: Name finder1m 8s
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Solution: Name finder3m 42s
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Conclusion
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Next steps34s
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Video: Designing for object-oriented programming