OOP foundations + UML class design
Object-oriented programming models a problem through classes and objects, with clear responsibilities and controlled access to state.
What you need to be able to do
- EvaluateThe fundamentals of OOP
- ConstructA design of classes, their methods and behaviour
Rapid Recall Deck
Say the answer aloud before flipping. Mark secure knowledge quickly and spend time on the gaps.
- What is the difference between a class and an object?: A class is a blueprint that defines data and behaviour; an object is a specific instance created from that class.
- What are attributes and methods?: Attributes store an object's state; methods define operations or behaviour associated with the class.
- What are the core OOP concepts?: Classes, objects, inheritance, encapsulation, and polymorphism.
- What does a UML class diagram represent?: A class's name, attributes, methods, and relationships with other classes to support software design and planning.
- Why can OOP be useful for modelling real-world systems?: It groups related state and behaviour into objects that can mirror entities and responsibilities in the problem domain.
- What is one potential disadvantage of OOP?: For small or simple problems it can introduce extra classes, indirection, and design complexity that may not be necessary.
Core knowledge and application
The fundamentals of OOP
Object-oriented programming models a problem through classes and objects, with clear responsibilities and controlled access to state.
Explain it without notes
Evaluate: The fundamentals of OOP in the context of a library-management application.
- Model real-world entities using OOP concepts: classes, objects, inheritance, encapsulation, polymorphism
- The advantages and disadvantages of using OOP in various programming scenarios
A design of classes, their methods and behaviour
Object-oriented programming models a problem through classes and objects, with clear responsibilities and controlled access to state.
Explain it without notes
Construct: A design of classes, their methods and behaviour in the context of a library-management application.
- Classes and their methods, based on application requirements
- Use of unified modelling language (UML) class diagrams to represent class relationships, attributes and methods, to aid effective software design and planning
Programming checkpoint
class Book:
def __init__(self, title):
self.title = title
self.on_loan = False
def borrow(self):
self.on_loan = Trueclass Book {
private String title;
private boolean onLoan;
Book(String title) {
this.title = title;
this.onLoan = false;
}
void borrow() { onLoan = true; }
}Modify it
Change one condition, input or operation so the program solves a slightly different problem. Predict the effect before editing.
Turn requirements into a UML class design
Requirement: “A library book has a title, an ISBN and a loan status. It can be borrowed and returned.”
Read the design: the class name is separated from attributes and methods. Visibility, names and data/return types make the intended behaviour precise enough to guide implementation.
Member class with at least two attributes and two behaviours needed by the same library system. Explain one advantage and one disadvantage of using an OOP design here.Transfer to a new scenario
- Model real-world entities using OOP concepts: classes, objects, inheritance, encapsulation, polymorphism
- The advantages and disadvantages of using OOP in various programming scenarios
- Classes and their methods, based on application requirements
- Use of unified modelling language (UML) class diagrams to represent class relationships, attributes and methods, to aid effective software design and planning
Paper 2 practice
- Evaluate: The fundamentals of OOP in the context of a library-management application.
- Construct: A design of classes, their methods and behaviour in the context of a library-management application.
Finish the learning cycle
IA — main task
Continue Criterion D development. Keep code readable, record meaningful implementation decisions, and maintain testing/evidence notes as you work.
Syllabus — short
Complete one targeted Paper 2/Paper 1 retrieval task from today’s lesson.