Use a Scenario to explain the 4 pillars of OOP in Java like for instances Houses, boats banks. Explain that way
Use a Scenario to explain the 4 pillars of OOP in Java like for instances Houses, boats banks. Explain that way
Computer Networking: A Top-Down Approach (7th Edition)
7th Edition
ISBN:9780133594140
Author:James Kurose, Keith Ross
Publisher:James Kurose, Keith Ross
Chapter1: Computer Networks And The Internet
Section: Chapter Questions
Problem R1RQ: What is the difference between a host and an end system? List several different types of end...
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Transcribed Image Text:## Understanding the Four Pillars of Object-Oriented Programming (OOP) in Java
### Use a Scenario to Explain the Concepts
To explain the four fundamental pillars of Object-Oriented Programming (OOP) in Java, let’s consider practical examples involving houses, boats, and banks. These everyday objects and concepts can help make the abstract principles of OOP more tangible:
1. **Encapsulation**
- **Scenario: A Bank Account**
- Encapsulation involves bundling data (variables) and methods that operate on the data into a single unit, usually a class. In a bank account system, the account balance and owner information would be encapsulated within an `Account` class. Access to these private fields would be restricted and controlled through public methods like `deposit()` and `withdraw()`.
2. **Abstraction**
- **Scenario: Different Types of Houses**
- Abstraction involves hiding the internal complexities of a system and showing only the necessary features. For instance, a generic `House` class might represent the essential attributes common to all houses, such as `numberOfRooms` and `address`. Specific house types, like `Apartment` or `Villa`, can inherit from the `House` class, adding more specialized attributes and methods without exposing the inner workings to the outside world.
3. **Inheritance**
- **Scenario: Vehicle Types**
- Inheritance allows a new class to inherit properties and methods from an existing class. Take a `Vehicle` superclass with common properties like `speed` and `capacity`. Subclasses such as `Car` and `Boat` can inherit these properties while introducing additional features specific to each vehicle type, such as `numberOFDoor` for `Car` and `engineType` for `Boat`.
4. **Polymorphism**
- **Scenario: Payment Methods**
- Polymorphism enables objects to be treated as instances of their parent class rather than their actual class. For example, consider a `Payment` superclass with a method `processPayment()`. Subclasses like `CreditCardPayment` and `BankTransferPayment` can implement this method in different ways. A method that processes payments can call `processPayment()` on a `Payment` object, and the correct implementation for the actual object type will be executed, whether it’s a credit card payment or a bank transfer.
By examining these scenarios, we can better understand how the core principles of OOP—encapsulation,
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