Curso POO Teoria #02a - O que é um Objeto?

Curso POO Teoria #02a - O que é um Objeto?

What is an Object?

Introduction to Object-Oriented Programming

  • The lesson begins with a warm welcome, introducing the topic of object-oriented programming in Java and PHP.
  • The instructor poses a fundamental question: "What is an object?" encouraging students to identify objects around them.

Defining Objects

  • Examples of common objects are provided, such as a cell phone, car, mouse, and joystick.
  • The discussion expands to include less obvious examples like appointments and buttons on screens, prompting students to think critically about what constitutes an object.

Characteristics of Objects

  • A formal definition from programming literature states that an object can be material or abstract and is defined by its characteristics, behaviors, and current state.
  • The instructor uses a remote control as an example to illustrate how objects have identifiable characteristics (e.g., buttons, manufacturer).

Behaviors and States of Objects

  • Behaviors associated with the remote control include turning it on/off or recording. Its state can vary (e.g., powered on or off).
  • The concept of state is further explained using the example of scheduled appointments which also possess characteristics (date/time), behaviors (can be rescheduled), and states (confirmed/canceled).

Understanding Simple Objects

Example: A Pen

  • A pen is introduced as a simple object for analysis. It has physical properties that can be perceived through senses.
  • The instructor discusses interesting facts about pens related to their design features aimed at safety and functionality during high-altitude flights.

Conclusion on Object Definition

Understanding Object-Oriented Programming Concepts

The Concept of Objects and Classes

  • The discussion begins with the notion of a pen as an object, emphasizing that while one can consider various types of pens, they all share a common classification.
  • It is highlighted that each pen follows a specific design or model, which is pre-planned by manufacturers to ensure consistency in form and function.
  • The distinction between an object (the pen itself) and its class (the mold used for classification) is introduced, setting the stage for understanding object-oriented programming principles.

Attributes, Methods, and State

  • Three critical questions are posed regarding objects: What attributes does it have? What methods can it perform? What is its current state?
  • Examples of attributes include color, size of the tip, and ink level. These characteristics define what a pen is at any given moment.
  • Methods associated with a pen include writing, sketching, or capping. These actions illustrate how the object interacts with its environment.
  • The state of an object reflects its current condition—such as being capped or uncapped—and provides context for its functionality.

Key Terminology in Object-Oriented Programming

  • Important terms are defined:
  • Attributes refer to properties or characteristics of an object.
  • Methods denote behaviors or functions that an object can perform.
  • State describes the current values of an object's attributes at any point in time.

Summary of Object Characteristics

  • Every object must possess attributes (characteristics), methods (behaviors), and state (current conditions). This foundational knowledge is crucial for understanding how objects operate within programming paradigms.

Course Structure Announcement

  • A brief interruption occurs to inform viewers about the course's structure—red lectures signify theoretical content while blue ones indicate practical PHP lessons.
  • Viewers are encouraged to support the course through contributions on a specified platform to enhance educational offerings.

Understanding Object-Oriented Programming: Class and Object Creation

Introduction to Classes and Objects

  • The course is sponsored by various entities, emphasizing gratitude towards them. The instructor introduces the concept of creating an object by first defining a class.
  • To create an object like a pen, one must plan its characteristics beforehand, which is referred to as defining a class.

Defining Attributes of a Class

  • Identifying attributes is crucial; for example, the model of the pen is defined as a character type to store letters and numbers.
  • Additional attributes include color (character type), ink amount (integer), and whether the pen is capped (boolean).

Importance of Planning in Programming

  • The instructor stresses that understanding algorithms is essential before diving into object-oriented programming. A recommendation to take an algorithm course is made.
  • Attributes such as ink level are defined with specific data types, highlighting the importance of planning in programming.

Methods within Classes

  • After defining attributes, it's important to determine what actions (methods) the object can perform. For instance, methods like "write" and "cap" are introduced.
  • Each method can have parameters; however, initial examples do not include any parameters for simplicity.

Implementing Logic in Methods

  • The "write" method checks if the pen is capped before allowing writing. If it’s capped, an error message will be displayed.
  • Additional logic could check if there’s enough ink before writing; both conditions must be satisfied for successful execution.

Interaction Between User and Object

  • The instructor explains how methods interact with attributes—like changing the cap status from false to true when capping the pen.
  • Emphasizes that programmers define how objects behave through code; computers do not inherently understand these concepts without guidance.

Summary of Key Concepts

  • All objects possess attributes and methods that define their state and behavior. This foundational knowledge sets up further exploration into more complex programming concepts.
  • Understanding classes involves recognizing that they serve as blueprints for creating objects with specific characteristics and functionalities.

Conclusion on Class Ideation

  • Before creating an object like a remote control or pen, one must conceptualize its design through classes—this includes determining its features and functions.

Understanding Object-Oriented Programming Concepts

Attributes, Methods, and State of Objects

  • The example of a Bic Cristal pen illustrates how sensory perception can identify attributes such as color (blue), type (0.5 tip), and state (90% ink).
  • The concept of an object's state is defined at a specific moment; it can change over time, indicating that the classification of state is always temporal.
  • Every object must have attributes and methods derived from its class. Instantiation occurs when a class generates an object, which is referred to as creating an instance.

Creating Instances of Classes

  • When instantiating an object from a class, the syntax involves naming the object followed by the class name. For example, c1 represents a new pen instance.
  • Attributes like color can be assigned to objects using dot notation; for instance, c1.color = blue sets the color attribute for the pen.

Working with Multiple Objects

  • A second pen (c2) can be created independently from c1, demonstrating that multiple instances from the same class can exist with different attributes.
  • Each object retains its unique characteristics despite being derived from the same class; for example, c2.color = red does not affect c1.

Methods and Object Interaction

  • Methods allow interaction with objects; for instance, calling c2.tampada = false changes its state without affecting other instances.
  • Different methods can be applied to each object independently based on their states or attributes.

Class Definitions in Object-Oriented Programming

  • Classes define shared attributes and methods among objects but do not require immediate instantiation; one may create a prototype without generating an actual object.
  • An object's essence lies in being an instance of a class. For example, creating various cookie shapes demonstrates how classes serve as templates for generating similar objects.

Understanding Object-Oriented Programming Concepts

Key Attributes and States of Objects

  • The discussion begins with the analogy of different types of cakes (bolinhos), illustrating that while they may share attributes (like being a cake), their states can differ (e.g., vanilla vs. chocolate).
  • The speaker emphasizes that individuals, as objects of the class "person," have shared attributes but unique states, such as height or eye color.
  • Specific attributes are highlighted based on context; for instance, weight is relevant in a school setting but not necessarily in modeling.

Concept of Abstraction

  • Abstraction is introduced as a crucial concept in object-oriented programming, focusing on identifying relevant attributes while ignoring unnecessary details.
  • While some consider abstraction the first pillar of object-oriented programming, the speaker prefers to categorize it within three main pillars instead.

Practical Activity Proposal

  • The instructor proposes an activity where students identify two concrete objects around them and classify them according to their characteristics and methods.
  • Students are encouraged to analyze these objects' current states and functionalities, such as how a chair can be used or its physical condition.

Abstract Object Classification

  • Following the concrete object classification, students should also identify two abstract concepts from their daily lives and classify them similarly.
  • An example provided is preparing a lesson; although it's an abstract task, it has measurable attributes like duration and subject matter.

Transition to Practical Lessons

  • The session concludes with an invitation for students to choose a programming language for practical lessons on defining classes and instantiating objects.

Understanding the Importance of Following Steps in Learning

The Consequences of Skipping Steps

  • Emphasizes that skipping foundational steps can lead to confusion, particularly regarding conceptual understanding.
  • Highlights the importance of not bypassing practical lessons, as they are crucial for proper installation and environment setup.
  • Suggests utilizing available playlists for structured learning, indicating that resources are provided to aid comprehension.
  • Reinforces the idea that a sequential approach is essential for effective learning and mastery of concepts.
Video description

Nessa aula de POO, vamos aprender os conceitos de Classes e Objetos, passando pela teoria de Atributos, Métodos, Estado e Instâncias. Veja como criar uma classe e instanciar, criando objetos. Gostou da aula? Então torne-se um Gafanhoto APOIADOR do CursoemVídeo acessando o site apoie.me/cursoemvideo Nós do CursoemVideo sempre recomendamos assistir a aula completa, mas se quiser aprender diretamente uma parte específica, clique nos marcadores de tempo a seguir: 0:19 - Qual é o assunto da aula? Aula do Curso de Programação Orientada a Objetos POO criado pelo professor Gustavo Guanabara para o portal CursoemVideo.com. Curso em Vídeo Seja um apoiador: http://apoie.me/cursoemvideo Site: http://www.cursoemvideo.com YouTube: http://www.youtube.com/cursoemvideo Facebook: http://www.facebook.com/cursosemvideo Twitter: http://twitter.com/cursosemvideo Google+: http://plus.google.com/112666558837414979080 Patrocínio HOSTNET: http://www.hostnet.com.br EDUCANDUS: http://www.sistemaeducandus.com.br GAFANHOTOS: http://apoie.me/cursoemvideo Ask Rufus de Audionautix está licenciada sob uma licença Creative Commons Attribution (https://creativecommons.org/licenses/by/4.0/) Artista: http://audionautix.com/