OBJECT: refers to a particular instance of a class where the object can be a combination of variables, functions, and data structures.
INSTANCE: The new operator instantiates a class by allocating memory for a new object and returning a reference to that memory, "instantiating a class" means the same thing as "creating an object." When you create an object, you are creating an "instance" of a class.
CLASS: It is a template that describes the data and behavior associated with instances of that class. When you instantiate a class you create an object that looks and feels like other instances of the same class.
A class is a blueprint which you use to create objects. An object is an instance of a class - it 's a concrete 'thing ' that you
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Animal a = new Animal (); a. Roar (); // The compiler can resolve this method call statically. Dynamic binding means that references are resolved at run time
METHOD; MESSAGE: Method is a function or procedure that is defined for a class and typically can access the internal state of an object of that class to perform some operation. While message is refer to instruction that is send to object which will invoke the related method.
ENCAPSULATION; INHERITANCE; POLYMORPHISM:
Encapsulation: is binding the data with the code that manipulates it and keeps the data and the code safe from external interference.
Inheritance: is the mechanism by which an object acquires the some/all properties of another object. It supports the concept of hierarchical classification.
Polymorphism: means to process objects differently based on their data type.
In other words it means, one method with multiple implementation, for a certain class of action. And which implementation to be used is decided at runtime depending upon the situation (i.e., data type of the object)
This can be implemented by designing a generic interface, which provides generic methods for a certain class of action and there can be multiple classes, which provides the implementation of these generic methods.
PROPERTY; METHOD; ATTRIBUTE
Attribute: is a quality or object that we attribute to someone or something. For example, the scepter is an attribute of power and statehood.
Property: is a quality
Therefore, programmers must improve drastically their level of security by creating hiding code to hide company’s internal data. To accomplish this task programmers used what is called object-oriented programming. Object-oriented programming is a kind of programming where parts of the code are split into objects. Because those codes are split into objects and each one of them has its own coding assign to that object therefore it made impossible for anyone to gain access to internal or sensible information or data.
An attribute is an arrangement that defines the property of an object, folder, or file. Attributes should more correctly be considered metadata because it is the settings of the specified object, folder or file.
A class is a set of concepts in the social sciences and political theory centered on models of social stratification in which people are grouped into a set of hierarchical social categories, the most common being the upper, middle, and lower classes. (Wikipedia) For instance, the image of Allie Mac portrays the face of poverty. The detailed description of the image Allie Mae has a straightforward and dispassionate style, evokes depths of emotion and character. (Murdock) She continues to mention the expression on her face carries both strength and weariness. I would like to add that she looks uncomfortable.
A class is like a cookie-cutter in that it has the power to create multiple items that are alike in some ways: they all have the same number and type of fields, while their values can differ. You can compare this to all cookies having the same shape, but it is unclear how the differences between individual cookies map to the differences between objects that are class-mates; in my mind, two Cartesian coordinates with different X and Y values are much more different than similar, certainly much less alike than two cookies with the
Object-oriented ontology is a Heidegger-influenced idea of thought that rejects the privileging of human existence over the existence of nonhuman objects. Object-oriented ontology maintains that objects exist independently
To begin analyzing class, one must understand the broader meaning of class. In “What’s Class Got To Do With It”, author Michael Zweig starts his book with an introduction to class. He explains that although class is not something that can be seen or felt in real life,
objects (e.g. a chair), definitions may vary, however they are all based on the existence of
OOPLs have been around since the 1960’s (Deitel, Java How to Program). They handle tasks by viewing them as a group of different objects. Objects are created from a class which could be considered the blueprint. Objects contain data stored in fields, and the procedures which manipulate the data are known as methods. These objects can interact with each other. There are some key elements of OOPLs, such as code reusability. In OOPLs, through what is known as inheritance, code can be reused. Think of a cup, it is an object. It contains a liquid and overflows when it’s full. If you wanted to program a coffee mug, wine glass, or sports bottle, you could reuse the code for a cup though inheritance, then add extra fields
In JAVA we can also create a class inside a method referred as Local Inner Class. In case of invoking methods of inner class, it is important to instantiate it inside the method
1. Things are what they do; or, they are the interactions they have with other things, rather than being just, ever, self-contained entities for abstract
2. Object refers to that which will satisfy a need. Significant person or thing that is target of another's feelings (drives).
around objects and data rather than action and logic. Due to this OOP allowed decomposition of
A game object is anything that exists within the scene. A gameobject doesn’t necessarily need to have a 3d mesh associated with it they can be used to hold scripts and values. A gameobject can be terrain or light or a node used in hierarchical relationships between various gameobjects
As the data is exposed to the whole program there is no security for your data. This could mean that a new programmer could corrupt the data accidentally by creating functions.
The class is the collection of objects. The class gives us the blueprint for the object behaviors and the states, the class determines the complete functionality of the object / value features.