Object-oriented programming combines a group of data attributes with functions or methods into a unit called an “object”
OOP languages are class-based, which means that a class defines the data attributes and functions as a blueprint for creating objects, which are instances of the class
Each object has an identity, a behavior and a state. The state of an object is stored in fields (variables), while methods (functions) display the object’s behavior.
A class is a user defined blueprint or prototype from which objects are created. It represents the set of properties or methods that are common to all objects of one type.
expample
int cadence = 0;
int speed = 0;
int gear = 1;
void changeCadence(int newValue) {
cadence = newValue;
}
void changeGear(int newValue) {
gear = newValue;
}
void speedUp(int increment) {
speed = speed + increment;
}
void applyBrakes(int decrement) {
speed = speed - decrement;
}
void printStates() {
System.out.println("cadence:" +
cadence + " speed:" +
speed + " gear:" + gear);
} }
the Bicycle class does not contain a main method. That’s because it’s not a complete application; it’s just the blueprint for bicycles that might be used in an application. The responsibility of creating and using new Bicycle objects belongs to some other class in your application.
Decimals
The Decimal Number System is also called Base 10, because it is based on the number 10, with these 10 symbols: 0, 1, 2, 3, 4, 5, 6, 7, 8 and 9 Type :(float and double)
Binary
in the binary we have two digits (0,1) and it base (2)
Hexadecimal
They look the same as the decimal numbers up to 9, but then there are the letters (“A’,”B”,”C”,”D”,”E”,”F”) in place of the decimal numbers 10 to 15