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Inner Class
In object-oriented programming (OOP), an inner class or nested class is a class declared entirely within the body of another class or interface. It is distinguished from a subclass. Overview An instance of a normal or top-level class can exist on its own. By contrast, an instance of an inner class cannot be instantiated without being bound to a top-level class. Let us take the abstract notion of a Car with four Wheels. Our Wheels have a specific feature that relies on being part of our Car. This notion does not represent the Wheels as Wheels in a more general form that could be part of any vehicle. Instead, it represents them as specific to a Car. We can model this notion using inner classes as follows: We have the top-level class Car. Instances of class Car are composed of four instances of the class Wheel. This particular implementation of Wheel is specific to a car, so the code does not model the general notion of a wheel that would be better represented as a top-level class. T ...
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Object-oriented Programming
Object-oriented programming (OOP) is a programming paradigm based on the concept of '' objects''. Objects can contain data (called fields, attributes or properties) and have actions they can perform (called procedures or methods and implemented in code). In OOP, computer programs are designed by making them out of objects that interact with one another. Many of the most widely used programming languages (such as C++, Java, and Python) support object-oriented programming to a greater or lesser degree, typically as part of multiple paradigms in combination with others such as imperative programming and declarative programming. Significant object-oriented languages include Ada, ActionScript, C++, Common Lisp, C#, Dart, Eiffel, Fortran 2003, Haxe, Java, JavaScript, Kotlin, Logo, MATLAB, Objective-C, Object Pascal, Perl, PHP, Python, R, Raku, Ruby, Scala, SIMSCRIPT, Simula, Smalltalk, Swift, Vala and Visual Basic.NET. History The idea of ...
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Class (computer Programming)
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 ( variables) and behavior ( methods) that are each either associated with a particular object or with all objects of that class. Object state can differ between each instance of the class whereas the class state is shared by all of them. The object methods include access to the object state (via an implicit or explicit parameter that references the object) whereas class methods do not. If the language supports inheritance, a class can be defined based on another class with all of its state and behavior plus additional state and behavior that further specializes the class. The specialized class is a ''sub-class'', and the class it is based on is its ''superclass''. Attributes Object lifecycle As an instance of a class, an object is constructed from a class via '' ...
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Subclass (computer Science)
In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object ( prototype-based inheritance) or class ( class-based inheritance), retaining similar implementation. Also defined as deriving new classes ( sub classes) from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages like C++, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object", with the exception of: constructors, destructors, overloaded operators and friend functions of the base class. Inheritance allows programmers to create classes that are built upon existing classes, to specify a new implementation while maintaining the same behaviors ( realizing an interface), to reuse code and to independently extend original software via public classes and interfaces. The relationships of objects or classes through inher ...
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Java (programming Language)
Java is a High-level programming language, high-level, General-purpose programming language, general-purpose, Memory safety, memory-safe, object-oriented programming, object-oriented programming language. It is intended to let programmers ''write once, run anywhere'' (Write once, run anywhere, WORA), meaning that compiler, compiled Java code can run on all platforms that support Java without the need to recompile. Java applications are typically compiled to Java bytecode, bytecode that can run on any Java virtual machine (JVM) regardless of the underlying computer architecture. The syntax (programming languages), syntax of Java is similar to C (programming language), C and C++, but has fewer low-level programming language, low-level facilities than either of them. The Java runtime provides dynamic capabilities (such as Reflective programming, reflection and runtime code modification) that are typically not available in traditional compiled languages. Java gained popularity sh ...
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Static Method
A method in object-oriented programming (OOP) is a procedure associated with an object, and generally also a message. An object consists of ''state data'' and ''behavior''; these compose an ''interface'', which specifies how the object may be used. A method is a behavior of an object parametrized by a user. Data is represented as properties of the object, and behaviors are represented as methods. For example, a Window object could have methods such as open and close, while its state (whether it is open or closed at any given point in time) would be a property. In class-based programming, methods are defined within a class, and objects are instances of a given class. One of the most important capabilities that a method provides is ''method overriding'' - the same name (e.g., area) can be used for multiple different kinds of classes. This allows the sending objects to invoke behaviors and to delegate the implementation of those behaviors to the receiving object. A method in Java ...
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Instance Variable
In class-based, object-oriented programming, an instance variable is a variable defined in a class (i.e., a member variable), for which each instantiated object of the class has a separate copy, or instance. An instance variable has similarities with a class variable, but is non- static. An instance variable is a variable which is declared in a class but outside of constructors, methods, or blocks. Instance variables are created when an object is instantiated, and are accessible to all the constructors, methods, or blocks in the class. Access modifiers can be given to the instance variable. An instance variable is not a class variable, although there are similarities. Both are a type of class attribute (or class property, field, or data member). While an instance variable's value may differ between instances of a class, a class variable can only have one value at any one time, shared between all instances. The same dichotomy between ''instance'' and ''class'' members ...
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Static Variable
In computer programming, a static variable is a variable that has been allocated "statically", meaning that its lifetime (or "extent") is the entire run of the program. This is in contrast to shorter-lived automatic variables, whose storage is stack allocated and deallocated on the call stack; and in contrast to dynamically allocated objects, whose storage is allocated and deallocated in heap memory. Variable lifetime is contrasted with scope (where a variable can be used): "global" and "local" refer to scope, not lifetime, but scope often implies lifetime. In many languages, global variables are always static, but in some languages they are dynamic, while local variables are generally automatic, but may be static. In general, is the allocation of memory at compile time, before the associated program is executed, unlike dynamic memory allocation or automatic memory allocation where memory is allocated as required at run time. History Static variables date at least ...
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Protocol (object-oriented Programming)
In object-oriented programming, an interface or protocol type is a data type that acts as an abstraction of a class. It describes a set of method signatures, the implementations of which may be provided by multiple classes that are otherwise not necessarily related to each other. A class which provides the methods listed in an interface is said to ''implement'' the interface, or to ''adopt'' the protocol. Examples If objects are fully encapsulated then the interface is the only way in which they may be accessed by other objects. For example, in Java, the Comparable interface specifies a method compareTo() which implementing classes must implement. This means that a sorting method, for example, can sort a collection of any objects of types which implement the Comparable interface, without having to know anything about the inner nature of the class (except that two of these objects can be compared by means of compareTo()). Some programming languages provide explicit language supp ...
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Anonymous Class
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 (variables) and behavior ( methods) that are each either associated with a particular object or with all objects of that class. Object state can differ between each instance of the class whereas the class state is shared by all of them. The object methods include access to the object state (via an implicit or explicit parameter that references the object) whereas class methods do not. If the language supports inheritance, a class can be defined based on another class with all of its state and behavior plus additional state and behavior that further specializes the class. The specialized class is a ''sub-class'', and the class it is based on is its ''superclass''. Attributes Object lifecycle As an instance of a class, an object is constructed from a class via ''i ...
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D (programming Language)
D, also known as dlang, is a multi-paradigm system programming language created by Walter Bright at Digital Mars and released in 2001. Andrei Alexandrescu joined the design and development effort in 2007. Though it originated as a re-engineering of C++, D is now a very different language. As it has developed, it has drawn inspiration from other high-level programming languages. Notably, it has been influenced by Java, Python, Ruby, C#, and Eiffel. The D language reference describes it as follows: Features D is not source-compatible with C and C++ source code in general. However, any code that is legal in both C/C++ and D should behave in the same way. Like C++, D has closures, anonymous functions, compile-time function execution, design by contract, ranges, built-in container iteration concepts, and type inference. D's declaration, statement and expression syntaxes also closely match those of C++. Unlike C++, D also implements garbage collection, first cl ...
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Visual Basic
Visual Basic is a name for a family of programming languages from Microsoft. It may refer to: * Visual Basic (.NET), the current version of Visual Basic launched in 2002 which runs on .NET * Visual Basic (classic), the original Visual Basic supported from 1991 to 2008 * Embedded Visual Basic, the classic version geared toward embedded applications * Visual Basic for Applications, an implementation of Visual Basic 6 built into programs such as Microsoft Office and used for writing macros * VBScript, an Active Scripting language based on VB6, actively maintained from 1996–2023 {{SIA ...
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Ruby (programming Language)
Ruby is a general-purpose programming language. It was designed with an emphasis on programming productivity and simplicity. In Ruby, everything is an object (computer science), object, including primitive data types. It was developed in the mid-1990s by Yukihiro Matsumoto, Yukihiro "Matz" Matsumoto in Japan. Ruby is interpreted language, interpreted, high-level programming language, high-level, and Dynamic typing, dynamically typed; its interpreter uses garbage collection (computer science), garbage collection and just-in-time compilation. It supports multiple programming paradigms, including procedural programming, procedural, object-oriented programming, object-oriented, and functional programming. According to the creator, Ruby was influenced by Perl, Smalltalk, Eiffel (programming language), Eiffel, Ada (programming language), Ada, BASIC, and Lisp (programming language), Lisp. History Early concept According to Matsumoto, Ruby was conceived in 1993. In a 1999 post to t ...
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