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A class defines an implementation of an interface, and instantiating the class results in an object that exposes the implementation via the interface. [3] In the terms of type theory, a class is an implementation—a concrete data structure and collection of subroutines—while a type is an interface. Different (concrete) classes ...
Object-oriented programming uses objects, but not all of the associated techniques and structures are supported directly in languages that claim to support OOP. The features listed below are common among languages considered to be strongly class- and object-oriented (or multi-paradigm with OOP support), with notable exceptions mentioned.
A collection of objects or classes through which a program can examine and manipulate some specific parts of its world. In other words, the object-oriented interface to some service or system. Such an interface is said to be the object model of the represented service or system.
The class A serves as a base class for the derived class B, which in turn serves as a base class for the derived class C. The class B is known as intermediate base class because it provides a link for the inheritance between A and C. The chain ABC is known as inheritance path. A derived class with multilevel inheritance is declared as follows:
A reference can be used to refer to an object with a specific identity. A reference contains the information that is necessary for the identity property to be realized in the programming language, and allows access to the object with the identity. A type of a target of a reference is a role. Typically, references are isomorphic to memory addresses.
In class-based programming, inheritance is done by defining new classes as extensions of existing classes: the existing class is the parent class and the new class is the child class. If a child class has only one parent class, this is known as single inheritance , while if a child class can have more than one parent class, this is known as ...
Parameterized classes; Parnas's principles; Partial class; Patterns; Policy-based design; Polymorphic; Primitive data type; private, a way of encapsulation in object-oriented programming; Programming paradigm; protected, a way of encapsulation in object-oriented programming; Protocol; Prototype pattern; Prototype-based programming
In generic terms, the causation is usually called "sending a message", "invoking a method" or "calling a member function" to the controlled object. Concrete implementation usually requires the requesting object to invoke a method or member function using a reference or pointer to the memory location of the controlled object.