Object-oriented Programming in Java
You know your way around Java’s basics, like variables, methods, and loops. Now it’s time to up your Java game. This course will teach you to work with objects and classes, applying crucial concepts like encapsulation, inheritance, and polymorphism.
What you'll learn
Java is an object-oriented language. If you’re new to this concept, you might wonder what it even means. On the other hand, if you already know the ropes of object-oriented programming, you might wonder how to apply those concepts to Java. This training has the answers.
In this course, Object-oriented Programming in Java, you’ll learn to work with the most important entities in Java: objects and classes.
First, you’ll learn how to work with object references and avoid the common rookie mistakes. Next, you’ll see how to define your own classes, tuning their interface with encapsulation. Finally, you’ll get familiar with two power tools: inheritance and polymorphism. Along the way, you’ll get to know essential Java features like interfaces, and you’ll even get a few design tips.
By the end of this course, you’ll know enough object-oriented programming to tackle real-life Java projects. It’s time to up your Java game!
Table of contents
- Using Objects 4m
- Checkpoint 01 - Create an Object 0m
- Objects Under the Hood 3m
- Checkpoint 02 - Call a Method 0m
- More About References 2m
- The Dreaded Null Reference 3m
- Aliasing Objects 3m
- Passing Objects 4m
- Checkpoint 03 - Define a Null Reference 0m
- Identity and Equality 3m
- Reviewing Identity and Equality 1m
- The Meaning of Constants 2m
- Autoboxing 4m
- Recapping This Module 2m
- Checkpoint 04 - Define a Constant 0m
- Exercise 01 - Alias an Object 0m
- Defining a Class 2m
- Checkpoint 05 - Define a Class 0m
- Declaring a Field 1m
- Defining a Method 2m
- A Development Story 2m
- Adding Features to the Class 4m
- Checkpoint 06 - Define a Method 0m
- Null Strikes Again 3m
- Initializing Fields 2m
- Constructors 2m
- Final Fields 3m
- More About Constructors 3m
- Checkpoint 07 - Define a Constructor 0m
- What About Destructors? 4m
- The First Pillar 2m
- Recapping This Module 1m
- Exercise 02 - Define a class 0m
- Access Modifiers 4m
- A Look Back at Our Code 1m
- Snoozing the Alarm 1m
- Implementing Snoozing 3m
- Testing the Snoozing 2m
- Our Code Doesn't Cut It 2m
- A Reason to Control Access 2m
- Checkpoint 08 - Hide a Field 0m
- Interface and Implementation 4m
- Fields vs. Properties 3m
- Checkpoint 09 - Expose a Method 0m
- The Second Pillar 2m
- Recapping This Module 1m
- Another Kind of Alarm 3m
- Subclassing the Alarm 2m
- Checkpoint 10 - Inherit from Another Class 0m
- Superclasses and Constructors 3m
- Overriding Methods 3m
- Checkpoint 11 - Call a Constructor in the Superclass 0m
- Encapsulation Meets Inheritance 2m
- Testing the Subclass 2m
- Cleaning Up the Subclass 4m
- The Singly Rooted Hierarchy 3m
- "final" Strikes Back 4m
- Checkpoint 12 - Call an Overridden Method 0m
- Sealed Classes 3m
- Wrapping up Inheritance 1m
- Exercise 04 - Write a Subclass 0m
- The "Is-a" Relationship 3m
- Putting "Is-a" to the Test 2m
- Upcasting 5m
- Checkpoint 13 - Upcast a Reference 0m
- Enter Polymorphism 4m
- Writing Extensible Code 4m
- Polymorphism Is Everywhere 4m
- Downcasting 4m
- Checkpoint 14 - Generalize a Method 0m
- Wrapping up Polymorphism 2m
- Checkpoint 15 - Downcast a Reference 0m
- Exercise 05 - Unleash Polymorphism 0m