Join Barron Stone for an in-depth discussion in this video Classes, part of Programming Foundations: Object-Oriented Design.
- Objects don't just magically appear in a program.…We have to create them, and we do so from classes.…A class is the detailed description,…the definition, the template of what an object will be.…but it isn't the object itself.…Once we've written a class and defined it,…we can use it to create as many objects…based on that class as we want.…Different classes let us create different…types of objects.…- Classes are like our collection of cookie cutters.…This particular cutter would be the class…to create circular cookies.…
It defines how the cookie will look.…But the cutter itself is not a cookie.…And we only need this one cutter to create…a tray full of round cookies,…each a separate object ready for the oven.…- Remember that the class always comes first.…You can't make round cookies without the circular cutter.…Now, there are three components that make up a class…in object-oriented programming.…Each class has a name,…literally what is it?…For example, a round cookie.…
A class can have attributes to describe that object,…
Released
11/27/2018- Object-oriented basics: objects, classes, and more
- Encapsulation
- Inheritance
- Defining requirements
- Identifying use cases, actors, and scenarios
- Domain modeling
- Identifying class responsibilities and relationships
- Creating class diagrams
- Using abstract classes
- Working with inheritance
- Developing software with object-oriented design principles
Skill Level Beginner
Duration
Views
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Introduction
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What you should know1m 33s
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1. Object-Oriented Fundamentals
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Object-oriented thinking4m 23s
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Objects5m 1s
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Classes4m 38s
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Abstraction2m 32s
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Encapsulation3m 38s
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Inheritance4m
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Polymorphism4m 9s
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2. Requirements
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Defining requirements5m 9s
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FURPS+ requirements2m 37s
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3. Use Cases and User Stories
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Use cases4m 57s
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Identifying the actors3m 39s
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Identifying the scenarios4m 18s
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Diagramming use cases3m 38s
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User stories3m 53s
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Challenge: Jukebox use cases1m 11s
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Solution: Jukebox use cases2m 44s
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4. Domain Modeling
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Identifying the objects3m 52s
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CRC cards2m 58s
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5. Class Diagrams
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Instantiating classes3m 39s
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6. Inheritance and Composition
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Using inheritance2m 44s
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Interfaces4m 15s
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Aggregation2m 3s
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Composition1m 45s
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7. Software Development
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Software testing3m 38s
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Design patterns3m 48s
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Conclusion
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Next steps50s
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Video: Classes