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Introduction to Object-Oriented Programming

Welcome to the world of Object-Oriented Programming (OOP)! In this lesson, we will provide an overview of OOP concepts and explain why they are important in C#.

What is Object-Oriented Programming?

Object-Oriented Programming is a programming paradigm that revolves around the concept of objects. An object is a real-world entity that has attributes (data) and behaviors (methods). With OOP, we can model and simulate the real world in our code by creating objects with their own properties and actions.

Why is OOP Important in C#?

C# is a highly versatile and powerful programming language that fully supports the principles of OOP. By understanding and leveraging the OOP concepts in C#, you can:

  1. Improve code organization and maintainability: OOP allows you to break down complex problems into smaller, more manageable classes and objects. This modular approach makes your code easier to read, understand, and maintain.

  2. Encapsulate data and functionality: OOP promotes encapsulation, which means that data and methods are bundled together within an object. This encapsulation provides data hiding and protects the integrity of the data by preventing direct access.

  3. Achieve code reusability: Inheritance, one of the key features of OOP, allows you to create new classes by inheriting properties and methods from existing ones. This enables code reuse, reducing redundancy, and promoting the DRY (Don't Repeat Yourself) principle.

  4. Enable polymorphism: Polymorphism allows objects of different types to be treated as objects of a common base type, providing flexibility and extensibility in your code. This feature is especially useful when dealing with collections of objects or implementing interfaces.

Now that you have a high-level understanding of OOP and its significance in C#, let's dive deeper into the core OOP concepts and learn how to apply them in practice!

C#
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Try this exercise. Fill in the missing part by typing it in.

Object-Oriented Programming is a programming paradigm that revolves around the concept of ___. With OOP, we can model and simulate the real world in our code by creating objects with their own properties and actions.

Write the missing line below.

Classes and Objects

In C#, classes are used to define objects. An object is an instance of a class that can have attributes (variables) and behaviors (methods).

To define a class, you need to specify the class name and its members. The members can include variables, methods, properties, events, and more.

Here's an example of defining a Car class:

TEXT/X-CSHARP
1using System;
2
3class Car
4{
5    // Class variables
6    public string make;
7    public string model;
8    public int year;
9
10    // Constructor
11    public Car(string make, string model, int year)
12    {
13        this.make = make;
14        this.model = model;
15        this.year = year;
16    }
17
18    // Method
19    public void Drive()
20    {
21        Console.WriteLine("The " + make + " " + model + " is driving.");
22    }
23}

In this example, we define a Car class with three attributes (make, model, and year) and a Drive method. The class constructor is used to initialize the attributes when creating an instance of the class.

To use the Car class, you need to create an instance of it. Here's an example:

TEXT/X-CSHARP
1// Create an instance of the Car class
2Car myCar = new Car("Ford", "Mustang", 2021);
3
4// Access the attributes and methods of the Car class
5Console.WriteLine("Make: " + myCar.make);
6Console.WriteLine("Model: " + myCar.model);
7Console.WriteLine("Year: " + myCar.year);
8
9myCar.Drive();

In this example, we create a myCar object of type Car and set its attributes. Then, we access the attributes and call the Drive method of the myCar object.

Classes and objects are fundamental concepts in object-oriented programming and serve as the building blocks for creating complex systems. They allow you to model real-world entities and define their properties and behaviors.

Next, we will explore the concept of inheritance and how it enables code reuse and extension in object-oriented programming.

C#
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Are you sure you're getting this? Fill in the missing part by typing it in.

In C#, a class is a ___ that defines the ___ and ___ of an object. An object is an ___ of a class.

Fill in the blanks with the appropriate terms.

Write the missing line below.

Inheritance

Inheritance is a fundamental concept in object-oriented programming that allows you to create new classes based on existing ones. A derived class, or subclass, inherits the members of its parent class, or base class, thereby enabling code reuse and extension of functionality.

In C#, you can create a derived class using the : symbol followed by the name of the base class. The derived class inherits all the properties, methods, and other members of the base class.

Here's an example that demonstrates inheritance in C#:

TEXT/X-CSHARP
1using System;
2
3// Base class
4public class Animal
5{
6    public string Name { get; set; }
7
8    // Method
9    public void Move()
10    {
11        Console.WriteLine(Name + " is moving.");
12    }
13}
14
15// Derived class
16public class Dog : Animal
17{
18    // Additional property
19    public string Breed { get; set; }
20
21    // Additional method
22    public void Bark()
23    {
24        Console.WriteLine("Woof woof!");
25    }
26}
27
28// Usage
29Dog myDog = new Dog()
30{
31    Name = "Buddy",
32    Breed = "Golden Retriever"
33};
34
35myDog.Move();
36myDog.Bark();

In this example, we define a base class Animal with a property Name and a method Move. We then create a derived class Dog that inherits from Animal. The Dog class has an additional property Breed and an additional method Bark.

We create an instance of the Dog class called myDog and set its Name and Breed properties. We can then call the Move method inherited from the Animal class and the Bark method defined in the Dog class.

Inheritance allows you to create a hierarchy of classes with increasing levels of specialization. It promotes code reuse, as you can define common behavior in a base class and extend it in derived classes. Understanding inheritance is essential for building complex object-oriented systems and implementing advanced programming concepts like polymorphism and encapsulation.

CSHARP
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Are you sure you're getting this? Is this statement true or false?

Inheritance is a concept in object-oriented programming that allows a derived class to inherit properties and methods from its base class.

Press true if you believe the statement is correct, or false otherwise.

Polymorphism

Polymorphism is a core concept in object-oriented programming that allows you to use a single interface to represent different types of objects. It enables you to write code that can work with objects of different classes, as long as they implement the same interface or inherit from the same base class.

In C#, polymorphism is achieved through method overriding. Method overriding allows a subclass to provide a different implementation of a method that is already defined in its base class. This allows you to call the same method on different objects and get different behaviors depending on the actual type of the object.

Here's an example that demonstrates polymorphism in C#:

TEXT/X-CSHARP
1using System;
2
3public class Shape
4{
5    public virtual void Draw() 
6    {
7        Console.WriteLine("Drawing a shape...");
8    }
9}
10
11public class Circle : Shape
12{
13    public override void Draw()
14    {
15        Console.WriteLine("Drawing a circle...");
16    }
17}
18
19public class Rectangle : Shape
20{
21    public override void Draw()
22    {
23        Console.WriteLine("Drawing a rectangle...");
24    }
25}
26
27public class Program
28{
29    static void Main()
30    {
31        Shape shape = new Circle();
32        shape.Draw();
33
34        shape = new Rectangle();
35        shape.Draw();
36    }
37}

In this example, we have a base class Shape with a virtual method Draw(). We then define two derived classes, Circle and Rectangle, which override the Draw() method.

In the Main() method, we create a Shape variable shape and assign it an instance of Circle. When we call the Draw() method on shape, the overridden Draw() method in the Circle class is invoked, and the output is "Drawing a circle...". Similarly, when we assign an instance of Rectangle to the shape variable and call the Draw() method, the overridden Draw() method in the Rectangle class is invoked, and the output is "Drawing a rectangle...".

Polymorphism allows for code reuse, flexibility, and modularity. By writing code that depends on abstractions rather than concrete implementations, you can easily extend and modify your code without affecting other parts of the program. It promotes loose coupling and is a fundamental principle in object-oriented design.

Polymorphism has many real-world applications. For example, in a drawing application, you can have a Canvas that contains a collection of Shape objects. Regardless of the specific types of the shapes, you can call the Draw() method on each shape and have it draw itself without knowing the exact class of the shape.

In summary, polymorphism is a powerful concept in object-oriented programming that allows you to write flexible and reusable code. It enables you to work with objects of different types through a common interface or base class, providing extensibility and modularity to your programs. Embracing polymorphism can lead to more maintainable and scalable codebases, which is especially important in larger software projects.

C#
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Let's test your knowledge. Is this statement true or false?

Polymorphism allows for code reuse, flexibility, and modularity.

Press true if you believe the statement is correct, or false otherwise.

Encapsulation

Encapsulation is one of the fundamental principles of object-oriented programming. It is the practice of hiding internal implementation details and exposing only the necessary information and functionality to the outside world. Encapsulation helps in achieving data security, code maintainability, and modularity.

In C#, encapsulation is primarily achieved through the use of access modifiers such as public, private, protected, and internal.

Here's an example that demonstrates encapsulation in C#:

TEXT/X-CSHARP
1public class BankAccount
2{
3    private string accountNumber;
4    private decimal balance;
5
6    public BankAccount(string accountNumber)
7    {
8        this.accountNumber = accountNumber;
9        this.balance = 0;
10    }
11
12    public void Deposit(decimal amount)
13    {
14        balance += amount;
15    }
16
17    public decimal GetBalance()
18    {
19        return balance;
20    }
21}
22
23public class Program
24{
25    static void Main()
26    {
27        BankAccount account = new BankAccount("123456789");
28        account.Deposit(1000);
29        decimal balance = account.GetBalance();
30        Console.WriteLine($"Account balance: {balance}");
31    }
32}

In this example, the BankAccount class encapsulates the account number and balance fields by making them private. Access to these fields is only allowed through the public methods Deposit() and GetBalance(). This ensures that the internal state of the BankAccount object can only be modified or accessed in a controlled manner.

Encapsulation provides several benefits. It helps in preventing unauthorized access to sensitive data, reducing the risk of accidental data corruption. It also allows for better code organization and maintenance. By encapsulating the internal implementation details, the class interface becomes the contract between the class and its users, making it easier to modify the internal implementation without affecting the code that uses the class.

Encapsulation is like a black box. Users of a class only need to know the public methods and properties, while the internal details are hidden. This simplifies the usage of the class, promotes code reusability, and enhances the overall maintainability of the codebase.

Build your intuition. Is this statement true or false?

Encapsulation ensures that all data within a class is accessible to other classes.

Press true if you believe the statement is correct, or false otherwise.

Abstraction

In object-oriented programming, abstraction is the process of simplifying complex systems by breaking them down into smaller, more manageable parts. It allows us to focus on the essential features and hide unnecessary details.

In C#, abstraction is achieved through abstract classes and interfaces.

Abstract Classes

An abstract class is a class that cannot be instantiated and serves as a base for other classes. It can contain a combination of abstract and non-abstract (concrete) methods, properties, fields, and events. Abstract methods are declared without an implementation and must be overridden in derived classes.

Here's an example of an abstract class Shape that defines a common method GetArea() for calculating the area of different shapes:

TEXT/X-CSHARP
1public abstract class Shape
2{
3    public abstract double GetArea();
4}

Derived classes, such as Circle and Rectangle, can inherit from the abstract class Shape and provide their own implementation for the GetArea() method:

TEXT/X-CSHARP
1public class Circle : Shape
2{
3    private double radius;
4
5    public Circle(double radius)
6    {
7        this.radius = radius;
8    }
9
10    public override double GetArea()
11    {
12        return Math.PI * radius * radius;
13    }
14}
15
16public class Rectangle : Shape
17{
18    private double length;
19    private double width;
20
21    public Rectangle(double length, double width)
22    {
23        this.length = length;
24        this.width = width;
25    }
26
27    public override double GetArea()
28    {
29        return length * width;
30    }
31}

In the Main() method, we can create instances of the derived classes and call the GetArea() method to calculate their areas:

TEXT/X-CSHARP
1Shape circle = new Circle(5);
2Shape rectangle = new Rectangle(4, 6);
3
4Console.WriteLine("Area of Circle: " + circle.GetArea());
5Console.WriteLine("Area of Rectangle: " + rectangle.GetArea());
C#
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Let's test your knowledge. Fill in the missing part by typing it in.

An abstract class is a class that cannot be instantiated and serves as a base for other classes. It can contain a combination of abstract and non-abstract (concrete) methods, properties, fields, and events. Abstract methods are declared without an implementation and must be overridden in derived classes.

In C#, abstraction is achieved through abstract classes and __.

In the Main() method, we can create instances of the derived classes and call their respective methods to perform specific actions.

In the given code, complete the blank with the correct term to achieve abstraction.

Write the missing line below.

Interfaces

In C#, an interface is a reference type that defines a contract for other classes to implement. It allows you to define a set of methods, properties, and events that a class must implement. An interface only contains method signatures, properties, and event declarations, without any implementations.

Interfaces play a crucial role in achieving multiple inheritance in C#. C# classes can implement multiple interfaces, which allows them to inherit the behavior of multiple interfaces.

Here's an example of using interfaces in C#:

TEXT/X-CSHARP
1using System;
2
3public interface IPlayable
4{
5    void Play();
6}
7
8public interface IPausable
9{
10    void Pause();
11}
12
13public class MediaPlayer : IPlayable, IPausable
14{
15    public void Play()
16    {
17        Console.WriteLine("Media player is playing...");
18    }
19
20    public void Pause()
21    {
22        Console.WriteLine("Media player is paused...");
23    }
24}
25
26public class Program
27{
28    public static void Main(string[] args)
29    {
30        MediaPlayer mediaPlayer = new MediaPlayer();
31
32        // Play the media
33        mediaPlayer.Play();
34
35        // Pause the media
36        mediaPlayer.Pause();
37    }
38}
CSHARP
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Are you sure you're getting this? Fill in the missing part by typing it in.

An interface in C# defines a ___ for other classes to implement. It allows you to define a set of ____, ____, and ____ that a class must implement. An interface only contains ____, ____, and ____ declarations, without any implementations.

Write the missing line below.

Object-Oriented Design Principles

In the world of software development, it is crucial to write code that is not only functional but also maintainable, extensible, and easy to understand. Object-Oriented Design (OOD) principles provide guidelines for designing software systems that exhibit these qualities.

One widely recognized set of OOD principles is the SOLID principles. SOLID is an acronym for five design principles that, when applied correctly, can result in better software architecture and code organization.

Let's take a look at each of the SOLID principles:

  1. Single Responsibility Principle (SRP): This principle states that a class should have only one reason to change. In other words, a class should have a single responsibility. By adhering to this principle, we can achieve higher cohesion and decoupling between classes.

  2. Open/Closed Principle (OCP): This principle states that software entities (classes, modules, functions) should be open for extension but closed for modification. In other words, we should be able to add new functionality to a system without modifying its existing code.

  3. Liskov Substitution Principle (LSP): This principle states that objects of a superclass should be able to be replaced with objects of its subclass without affecting the correctness of the program's behavior. In other words, a subclass should be able to be used as a substitute for its superclass without causing unexpected issues or violating the expected behavior.

  4. Interface Segregation Principle (ISP): This principle states that clients should not be forced to depend on interfaces that they do not use. It promotes the idea of fine-grained interfaces specific to the clients' needs rather than having large and monolithic interfaces.

  5. Dependency Inversion Principle (DIP): This principle states that high-level modules should not depend on low-level modules. Both should depend on abstractions. Furthermore, abstractions should not depend on details; details should depend on abstractions. The DIP plays a crucial role in achieving loose coupling and making systems more flexible and easier to change.

By understanding and applying these SOLID principles, you can design object-oriented systems that are modular, flexible, and easier to maintain. These principles are not specific to C#, and you can apply them to any object-oriented programming language.

Next, we will explore each of these principles in more detail and see how they can be applied in C#.

Try this exercise. Is this statement true or false?

The Open/Closed Principle states that software entities (classes, modules, functions) should be open for extension and closed for modification.

Press true if you believe the statement is correct, or false otherwise.

Working with Object-Oriented Libraries

When working with C#, you will often find yourself using object-oriented libraries to accomplish common tasks. Object-oriented libraries are pre-built collections of reusable code components that follow the principles of object-oriented programming.

One common use case of object-oriented libraries is performing mathematical calculations. C# provides the System.Math class in the .NET Framework, which includes various methods for mathematical operations such as addition, subtraction, multiplication, and division.

However, you can also create your own custom object-oriented libraries to encapsulate specific functionality or business logic. These libraries can be reused across multiple projects, enhancing code reusability and maintainability.

Here's an example of a custom math helper library in C#:

TEXT/X-CSHARP
1using System;
2
3public class MathHelper
4{
5    public static double Add(double num1, double num2)
6    {
7        return num1 + num2;
8    }
9
10    public static double Subtract(double num1, double num2)
11    {
12        return num1 - num2;
13    }
14
15    public static double Multiply(double num1, double num2)
16    {
17        return num1 * num2;
18    }
19
20    public static double Divide(double num1, double num2)
21    {
22        if (num2 == 0)
23        {
24            throw new ArgumentException("Cannot divide by zero.");
25        }
26        return num1 / num2;
27    }
28}
29
30public class Program
31{
32    public static void Main()
33    {
34        double num1 = 10;
35        double num2 = 5;
36
37        double sum = MathHelper.Add(num1, num2);
38        Console.WriteLine(sum);
39
40        double difference = MathHelper.Subtract(num1, num2);
41        Console.WriteLine(difference);
42
43        double product = MathHelper.Multiply(num1, num2);
44        Console.WriteLine(product);
45
46        double quotient = MathHelper.Divide(num1, num2);
47        Console.WriteLine(quotient);
48    }
49}
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OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Are you sure you're getting this? Click the correct answer from the options.

Which of the following is NOT a benefit of using object-oriented libraries in C#?

Click the option that best answers the question.

  • Improved code reusability
  • Enhanced maintainability
  • Reduced development time
  • Increased program performance

Object-Oriented Programming Best Practices

When writing object-oriented code in C#, it's important to follow best practices to ensure clean and maintainable code. Here are some guidelines to consider:

  1. Single Responsibility Principle (SRP): Each class should have a single responsibility or purpose. This makes the code easier to understand, test, and maintain.

  2. Open-Closed Principle (OCP): Classes should be open for extension but closed for modification. This means that new functionality can be added without modifying existing code.

  3. Liskov Substitution Principle (LSP): Subtypes must be substitutable for their base types. This allows polymorphism and ensures that derived classes can be used interchangeably with their base classes.

  4. Interface Segregation Principle (ISP): Clients should not be forced to depend on interfaces they do not use. Interfaces should be specific to the client's needs to avoid unnecessary dependencies.

  5. Dependency Inversion Principle (DIP): High-level modules should not depend on low-level modules. Both should depend on abstractions. This promotes loose coupling and allows for easier maintenance and testing.

These principles help in writing code that is flexible, maintainable, and easy to understand. The following code snippet demonstrates some of these principles:

TEXT/X-CSHARP
1public class Employee
2{
3    // Properties for Employee class
4    public string FirstName { get; set; }
5    public string LastName { get; set; }
6    public string Department { get; set; }
7    public decimal Salary { get; set; }
8
9    // Constructor for Employee class
10    public Employee(string firstName, string lastName, string department, decimal salary)
11    {
12        FirstName = firstName;
13        LastName = lastName;
14        Department = department;
15        Salary = salary;
16    }
17
18    // Method to display information about the employee
19    public void DisplayInfo()
20    {
21        Console.WriteLine($"Name: {FirstName} {LastName}");
22        Console.WriteLine($"Department: {Department}");
23        Console.WriteLine($"Salary: {Salary}");
24    }
25}
26
27public class Program
28{
29    public static void Main()
30    {
31        Employee employee = new Employee("John", "Doe", "Human Resources", 5000);
32        employee.DisplayInfo();
33    }
34}

In this code, the Employee class follows the single responsibility principle by encapsulating data and behavior related to an employee. The DisplayInfo() method displays information about the employee. This code also demonstrates the use of constructors to initialize the object and the display of employee information using the Console.WriteLine() method.

By following these best practices, you can create maintainable and efficient object-oriented code in C#.

CSHARP
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Let's test your knowledge. Click the correct answer from the options.

Which principle states that high-level modules should not depend on low-level modules, instead both should depend on abstractions?

Click the option that best answers the question.

  • Single Responsibility Principle
  • Open-Closed Principle
  • Dependency Inversion Principle
  • Interface Segregation Principle

Generating complete for this lesson!