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In object-oriented programming, a class defines the shared aspects of objects created from the class. The capabilities of a class differ between programming languages, but generally the shared aspects consist of state and behavior that are each either associated with a particular object or with all objects of that class.
The messages that flow between computers to request services in a client-server environment can be designed as the linearizations of objects defined by class objects known to both the client and the server. For example, a simple linearized object would consist of a length field, a code point identifying the class, and a data value.
In object-oriented programming, programs often consist of many classes. Business logic and computation are distributed among these classes. However, as more classes are added to a program, especially during maintenance and/or refactoring, the problem of communication between these classes may become more complex. This makes the program harder ...
The objects that are related via the association are considered to act in a role with respect to the association, if object's current state in the active situation allows the other associated objects to use the object in the manner specified by the role. A role can be used to distinguish two objects of the same class when describing its use in ...
An object must be explicitly created based on a class and an object thus created is considered to be an instance of that class. An object is similar to a structure, with the addition of method pointers, member access control, and an implicit data member which locates instances of the class (i.e., objects of the class) in the class hierarchy ...
In knowledge representation and ontology components, including for object-oriented programming and design, is-a (also written as is_a or is a) is a subsumptive [a] relationship between abstractions (e.g., types, classes), wherein one class A is a subclass of another class B (and so B is a superclass of A).
In object-oriented programming, a class is a template that defines the state and behavior common to objects of a certain kind. A class can be defined in terms of other classes. [1] The concept of class hierarchy in computer science is very similar to taxonomy, the classifications of species.
Which class is responsible for creating objects is a fundamental property of the relationship between objects of particular classes. Problem: Who creates object A? Solution: In general, Assign class B the responsibility to create object A if one, or preferably more, of the following apply: Instances of B contain or compositely aggregate ...