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OOP features of Jeroo

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  1. OOP features of Jeroo

  2. Overview • In this presentation we will discuss these topics: • OOP terminology • Jeroo syntax • constructors • methods

  3. OOP syntax • Object oriented programming defines objects • Each Jeroo you create is an object. • an object has properties • For example: • a Jeroo has a location • number of flowers in its pouch • a direction it is facing • an object has methods (things it can do) • a Jeroo can hop, pick, plant and toss. these properties must be set to an initial value when the Jeroo is created, and change as the Jeroo acts.

  4. Classes = definitions of objects • When you create a new object it is constructed. • An object may be constructed a number of different ways. this is the default constructor

  5. Classes • A class describes 3 things: • What kind of data is in an object • Example: a Jeroo object contains three types of information: • its location, • its direction, • and the number of flowers in its pouch. • How to make a new object of that class • Example:Jeroo andy =new Jeroo(2,5,SOUTH,3); • Location = row 2, column 5 • Direction = SOUTH • Holding 3 flowers • The default constructor creates a Jeroo at location 0,0 facing EAST with no flowers • Jeroo andy =new Jeroo(); • The methods of an object (the actions it can perform) • Example: andy.hop(); • Jeroos can hop, pick flowers, plant flowers, toss flowers into nets, give flower to another Jeroo, and turn.

  6. Syntax is important! • A class is the type of an object • Each object that is created is named • Jeroo andy =new Jeroo(2,5,SOUTH,3); • andy is an object • Jeroo is the class

  7. Sending messages to objects • We don’t perform operations on objects, we “talk” to them • This is called sending a message to the object • A message looks like this: • object.method(extra information); • The object is the thing we are talking to • The method is a name of the action we want the object to take • The extra information is anything required by the method in order to do its job (also called a parameter) • Examples: andy.turn(RIGHT); susanna.toss(); no extra information needed

  8. Messages and methods • Messages can be used to: • Give an object some information • Tell an object to do something • Ask an object for information (usually about itself) • Any and all combinations of the above • A method is something inside the object that responds to your messages • A message contains commands to do something

  9. Using OOP syntax • Rewrite the following English statements as object oriented messages • Tell the woman named clarissa to walk 2 steps • clarissa.walk(2); • Tell the Jeroo named alan to turn to the right • alan.turn(RIGHT);

  10. Vocabulary Review • class: the type, or description, of an object • Jeroo classes are descriptions of: • island, water, flower, net, jeroo • constructor: a way to create an object. comes as part of the class definition. • object: an instance, or member, of a class • You can only create Jeroos in your code, all other objects must be created visually. • message: something that you “say” to an object, either telling it something or asking it for information • parameter: information sent to a method

  11. The End