Java for Beginners Part 5: Revving up with Object-Oriented Programming (OOP)

Aicha laafia
7 min readApr 4, 2023

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Start your engines, because we’re about to take a fast and furious ride through the world of Object-Oriented Programming (OOP)!

OOP is a powerful programming paradigm that uses objects to organize and manipulate data. With OOP, developers can create efficient, reusable, and maintainable code by encapsulating data and behavior within objects. So buckle up, and get ready to learn about the amazing possibilities of OOP!

Classes and Objects

In OOP, a class is a blueprint for creating objects. A class defines the data and behavior of an object. An object, on the other hand, is an instance of a class. When you create an object, you create an instance of a class.
Let’s take a look at an example of a class that represents an F1 car:

public class F1Car {
private String team;
private String driver;
private int topSpeed;

public F1Car(String team, String driver, int topSpeed) {
this.team = team;
this.driver = driver;
this.topSpeed = topSpeed;
}

public void accelerate() {
// Code to accelerate the car
}

public void brake() {
// Code to brake the car
}

// Getters and setters for the private variables
}

In this example, we have defined a class called F1Car that contains three data fields: team, driver, and topSpead. The class also contains two methods: accelerate and brake. We have also defined a constructor that takes in three arguments: team, driver, and topSpead .
Now, let’s create two instances of the F1Car class:

F1Car mercedes = new F1Car("Mercedes-AMG Petronas Formula One Team", "Lewis Hamilton", 350);
F1Car ferrari = new F1Car("Scuderia Ferrari", "Charles Leclerc", 362);

In this example, we have created two instances of the F1Car class, one for the Mercedes-AMG Petronas Formula One Team and one for the Scuderia Ferrari. We have passed in the team name, driver name, and top speed for each car as arguments to the constructor.

Inheritance

Inheritance is a feature of OOP that allows you to create a new class based on an existing class. The new class inherits the properties and methods of the existing class. In Java, you can use the extends keyword to create a new class that inherits from an existing class.

Let's say we want to create a new class called RedBullRacing that inherits from the F1Car class. Here's what that would look like:

public class RedBullRacing extends F1Car {
private boolean drs;

public RedBullRacing(String driver, int topSpeed, boolean drs) {
super("Red Bull Racing", driver, topSpeed);
this.drs = drs;
}

public void activateDRS() {
// Code to activate DRS
}

// Getter and setter for the private variable
}

In this example, we have created a new class called RedBullRacing that inherits from the F1Car class. The RedBullRacing class contains an additional data field called drs and a method called activateDRS.

We have also defined a constructor that takes in three arguments: driver, topSpead, and drs. We have used the super keyword to call the constructor of the F1Car class with the team name set to "Red Bull Racing".

Polymorphism

Polymorphism is a feature of OOP that allows you to use a single interface to represent different types of objects. In Java, polymorphism is achieved through method overriding and method overloading.

  • Method overriding
    Method overriding
    allows a subclass to provide its own implementation of a method that is already defined in its superclass. Let's say we want to create a new subclass called MercedesAMGPetronas that overrides the accelerate method of the F1Car class:
public class MercedesAMGPetronas extends F1Car {
public MercedesAMGPetronas(String driver, int topSpeed) {
super("Mercedes-AMG Petronas Formula One Team", driver, topSpeed);
}

@Override
public void accelerate() {
// Code to accelerate the car with Mercedes' special engine mode
}
}

In this example, we have created a new subclass called MercedesAMGPetronas that overrides the accelerate method of the F1Car class. We have used the @Override annotation to indicate that we are overriding the method. We have also named the constructor of the F1Car class with the team name set to "Mercedes-AMG Petronas Formula One Team".

  • Method overloading
    Method overloading allows a class to have multiple methods with the same name but different parameters. Let's say we want to create a new method in the F1Car class called brake that takes in a boolean argument to indicate whether or not to activate the brake lights:
public class F1Car {
// ... other fields and methods ...

public void brake() {
// default implementation with brake lights activated
}

public void brake(boolean activateBrakeLights) {
// implementation with brake lights activation controlled by the argument
if (activateBrakeLights) {
// code to activate brake lights
} else {
// code to deactivate brake lights
}
}
}

Now we can call the brake method in two ways:

F1Car myF1Car = new F1Car();
myF1Car.brake(); // activates brake lights by default
myF1Car.brake(false); // deactivates brake lights

Abstraction

Abstraction is a feature of OOP that allows you to focus on the essential features of an object and ignore the details. In Java, abstraction is achieved through abstract classes and interfaces.

An abstract class is a class that cannot be instantiated, meaning you cannot create an object of that class. It is only meant to be subclassed. Abstract classes can contain abstract methods, which are methods that have no implementation in the abstract class and must be implemented in the subclass.

Let's consider an example of a racing team in Formula One. The team has several members, including drivers, engineers, mechanics, and strategists. Each member performs a specific task, but the team's primary goal is to win the race. We can create an abstract class called F1TeamMember that defines the essential properties and behaviors of a team member:

public abstract class F1TeamMember {
private String name;
private int age;

public F1TeamMember(String name, int age) {
this.name = name;
this.age = age;
}

public abstract void performTask();
}

In this example, we have defined an abstract class called F1TeamMember that contains two private fields: name and age. We have also defined a constructor that takes in the name and age of the team member. The class also contains an abstract method called performTask(), which will be implemented by each member of the racing team differently. The abstract method is used to highlight the essential behavior of an F1TeamMember object without providing unnecessary implementation details.

Let's create a concrete class called F1Driver that extends the abstract F1TeamMember class:

public class F1Driver extends F1TeamMember {
private int points;
private int wins;

public F1Driver(String name, int age, int points, int wins) {
super(name, age);
this.points = points;
this.wins = wins;
}

@Override
public void performTask() {
drive();
}

public void drive() {
System.out.println("The driver is driving the car.");
}
}

In this example, we have created a concrete class called F1Driver that extends the abstract F1TeamMember class. The F1Driver class has additional fields such as points and wins. We have also implemented the performTask() method by calling the drive() method, which is specific to the driver's task. The driver's task is to drive the car, but we have hidden the unnecessary details of how they drive the car.

Encapsulation

Encapsulation is a feature of OOP that allows you to hide the implementation details of an object and only expose a public interface. Encapsulation helps to prevent unwanted access to an object’s data and behavior and allows for better maintainability of code.

In Java, encapsulation is achieved through access modifiers: private, protected, and public. Private variables and methods can only be accessed within the same class, protected variables and methods can be accessed within the same package and subclasses, and public variables and methods can be accessed anywhere.

Let’s take a look at our F1Car class again:

public class F1Car { 

private String team;
private String driver;
private int topSpeed;

public F1Car(String team, String driver, int topSpeed) {
this.team = team;
this.driver = driver;
this.topSpeed = topSpeed;
}

public void accelerate() {
// Code to accelerate the car
}
public void brake() {
// Code to brake the car
}
// Getters and setters for the private variables
public String getTeam() {
return team;
}
public void setTeam(String team) {
this.team = team;
}
public String getDriver() {
return driver;
}
public void setDriver(String driver) {
this.driver = driver;
}
public int getTopSpeed() {
return topSpeed;
}
public void setTopSpeed(int topSpeed) {
this.topSpeed = topSpeed;
}
}

In this example, we have defined the team, driver, and topSpeed variables as private. This means that they can only be accessed within the F1Car class itself.

We have provided public getters and setters for these private variables, which allow other classes to access and modify the values of these variables. By using getters and setters, we are encapsulating the data fields of the F1Car class and only exposing a public interface. This makes it easier to maintain and modify the F1Car class without affecting other parts of the code that use it.

And there you have it, folks! Just like how a skilled driver navigates a Formula 1 track with precision and finesse, Object-Oriented Programming (OOP) offers a powerful framework to create software systems that are both complex and maintainable.
With OOP, you can represent real-world objects as software objects, encapsulate data and behavior within objects, and create relationships between objects through inheritance and polymorphism. So buckle up and get ready to take your software development skills to the next level with the power of OOP!

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Aicha laafia

A Java Software Engineer with a love for coding, a taste for delicious food, and a heart for volunteering.