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Learning Object Oriented Programming

Introduction to Object-Oriented Programming 
• Objects and classes
• Abstract Data Types (ADT)
• Encapsulation and information hiding
• Aggregation
• Inheritance and polymorphism

Pure Object-Oriented Languages Five rules [Source: Alan Kay]: 
• Everything in an object.
• A program is a set of objects telling each other what to do by sending messages.
• Each object has its own memory (made up by other objects).
• Every object has a type.
• All objects of a specific type can receive the same messages.
 Java breaks some of these rules in the name of efficiency.

The Object Concept 
• An object is an encapsulation of data.
• An object has  identity (a unique reference),  state, also called characteristics  behavior
• An object is an instance of an abstract data type.
• An abstract data type is implemented via a class

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