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Object class, the ultimate base class of all objects. This class contains the most common methods shared by all objects. Some of these are virtual and can be overridden. Classes inherit System. Object either directly or indirectly through another base class. Members Some of the members of the Object class: Equals - Supports comparisons between ...
C# (/ ˌ s iː ˈ ʃ ɑːr p / see SHARP) [b] is a general-purpose high-level programming language supporting multiple paradigms.C# encompasses static typing, [16]: 4 strong typing, lexically scoped, imperative, declarative, functional, generic, [16]: 22 object-oriented (class-based), and component-oriented programming disciplines.
The cursor's feature item provides access to each structure element. Descendants of class ITERATION_CURSOR can be created to handle specialized iteration algorithms. The types of objects that can be iterated across (my_list in the example) are based on classes that inherit from the library class ITERABLE.
The Object class is the root of the class hierarchy, so that its methods and attributes are available for all instantiated objects of each class. The Class class (a.k.a. meta class) is used to maintain the properties of a class (like its method objects) and gets used for creating instances (a.k.a. objects, values).
The state of the algorithm is maintained locally by the concrete visitor class. The element declares an accept method to accept a visitor, taking the visitor as an argument. Concrete elements, derived from the element class, implement the accept method. In its simplest form, this is no more than a call to the visitor's visit method.
Eventually this gets to the clone() method of Object (the uppermost class), which creates a new instance of the same class as the object and copies all the fields to the new instance (a "shallow copy"). If this method is used, the class must implement the Cloneable marker interface, or else it will throw a "Clone Not Supported Exception". After ...
A class diagram exemplifying the singleton pattern. In object-oriented programming, the singleton pattern is a software design pattern that restricts the instantiation of a class to a singular instance. It is one of the well-known "Gang of Four" design patterns, which describe how to solve recurring problems in object-oriented software. [1]
According to Design Patterns: Elements of Reusable Object-Oriented Software: "Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory method lets a class defer instantiation to subclasses." [2] Creating an object often requires complex processes not appropriate to include within a composing object.