Classes are blueprints describing attributes and behavior that you use to create objects while programming. In Object-Oriented languages, you'll work with a lot of classes already written, such as the Java Class Library. This availability enables you to create objects without also having to create the same classes repeatedly for each program. However, you still need to be able to write your own classes, and this video tutorial helps you learn, "What is a class?"
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Objects and classes go hand in hand.…We can't talk about one without talking about the other.…And the entire point of Object-Oriented Design is not about objects, it's about…classes, because we use classes to create objects.…So a class describes what an object will be, but it isn't the object itself.…A class is a blueprint, a detailed description, a definition.…The blueprint example is a good one.…If you want to build a house, you make a blueprint first.…
It describes everything about how that house will be built, but it isn't the house.…You then use that blueprint to build the house.…For us, we write the class then use the class to create the object.…And just as we could use the same blueprint to build one, two, or a hundred…houses, we can define the class once and then create a thousand objects based on…that one class, but the class comes first. The class comes first, that's what we write.…
So a class has a name. Literally, what is it?…And it describes two things: attributes and behavior.…What attributes, what pieces of information will describe each object, and…
Let Simon Allardice introduce you to the terms—words like abstraction, inheritance, polymorphism, subclass—and guide you through defining your requirements and identifying use cases for your program. The course also covers creating conceptual models of your program with design patterns, class and sequence diagrams, and unified modeling language (UML) tools, and then shows how to convert the diagrams into code.
- Why use object-oriented design (OOD)?
- Pinpointing use cases, actors, and scenarios
- Identifying class responsibilities and relationships
- Creating class diagrams
- Using abstract classes
- Working with inheritance
- Creating advanced UML diagrams
- Understanding object-oriented design principles
Skill Level Intermediate
1. Core Concepts
2. Object-Oriented Analysis and Design
Defining requirements6m 9s
3. Utilizing Use Cases
4. Domain Modeling (Modeling the App)
5. Creating Classes
6. Inheritance and Composition
7. Advanced Concepts
8. Object-Oriented Design Patterns
9. Object-Oriented Design Principles
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