Bayu Priyambadha, S.Kom

wakecabbagepatchΛογισμικό & κατασκευή λογ/κού

18 Νοε 2013 (πριν από 3 χρόνια και 6 μήνες)

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Bayu Priyambadha, S.Kom

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Commonly used programming methodologies are :

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Procedural Programming

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Object
-
Oriented Programming

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Involves dividing a large program into a set of
subprocedures

or subprograms that perform specific tasks.

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Module consists of single or multiple procedures.

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Procedures are also known as functions, routines, subroutines,
or methods in various programming languages.

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In a program following procedural methodology, each step of a
subprogram is linked to the previous step.

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Most of the data is shared as global that can be accessed from
anywhere within the program.



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The two most important concepts in object
-
oriented
programming are the class and the object

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Object is a thing

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Object is tangible and intangible that we can imagine

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Object
-
Oriented Programming consist of interacting objects

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Class is template that the computer used to create object

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Object is called an
instance

of a class

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Objects is belongs to a class

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There are many objects, such as :

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Account

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Customer

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Transaction

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ATM, etc.

< class name>

< object name >

< class name >


Account

Account

Account

Jojo

Jeje

Jaja

< Account>

Shows an instance
-
of
relationship

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Every object comprised of data and operations (methods)

< class name >

< class name >

< object name >

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Object
-
> accomplish tasks (run the method)

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Send a message to the object

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Object must understand the message






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Method :

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Return value

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No return value


Customer

Jeje

deposit

deposit 100.000

argument

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Instance Data Values

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Data Values for instance class (object)





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Class Data Values

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Data Values for class

< Customer >

Class Data Values

< class name>

< object name >

Instance Data
Values


Account


Current balance

Account


Current balance

Account


Current balance


Jojo

Jeje

Jaja

Minimum Balance

< Account >

50.000

100.000

125.000

350.000

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simplicity

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modularity

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modifiability

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extensibility

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maintainability

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re
-
usability