Advertisement
Guest User

Untitled

a guest
Dec 14th, 2019
156
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.06 KB | None | 0 0
  1. Object Oriented Programming:
  2. Refers to a programming methodology based on objects, instead of just functions and procedures. These objects are organized into classes, which allow individual objects to be grouped together.
  3.  
  4. Class:
  5. A category of objects. The class defines all the common properties of the different objects that belong to it.
  6.  
  7. Object:
  8. A self-contained entity that consists of both data and procedures to manipulate the data.
  9.  
  10. Composition & Aggregation:
  11. A relationship between two objects as composition when one object owns other while an aggregation when one object uses another object.
  12.  
  13. Inheritance:
  14. A feature that represents the "is a" relationship between different classes.
  15.  
  16. Polymorphism:
  17. A programming language's ability to process objects differently depending on their data type or class.
  18.  
  19. General Programming:
  20. Programming languages designed to be used for writing software in the widest variety of application.
  21.  
  22. Interface:
  23. The languages and codes that the applications use to communicate with each other and with the hardware.
  24.  
  25. Abstraction:
  26. The process of picking out (abstracting) common features of objects and procedures.
  27.  
  28. Primitive:
  29. A variable defined with a primitive data type: byte, short, int, long, float, double, char, or boolean.
  30.  
  31. Encapsulation:
  32. The process of combining elements to create a new entity. A procedure is a type of encapsulation because it combines a series of computer instructions.
  33.  
  34. Constructor:
  35. A special type of instance method that creates a new object. In Java, constructors have the same name as their class and have no return value in their declaration.
  36. Overriding:
  37. is a feature that allows a subclass or child class to provide a specific implementation of a method that is already provided by one of its super-classes or parent classes.
  38.  
  39. Overloading:
  40. different methods to have the same name, but different signatures where the signature can differ by the number of input parameters or type of input parameters or both.
  41.  
  42. immutable:
  43. is an object whose state cannot be modified after it is created.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement