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Constructor (object-oriented programming)

Index Constructor (object-oriented programming)

In class-based object-oriented programming, a constructor (abbreviation: ctor) is a special type of subroutine called to create an object. [1]

51 relations: ActionScript, Allocation site, C Sharp (programming language), C++, C3 linearization, Class (computer programming), Class invariant, Class-based programming, ColdFusion Markup Language, Copy elision, Creational pattern, Crt0, Default constructor, Destructor (computer programming), Eiffel (programming language), F Sharp (programming language), Factory (object-oriented programming), Factory method pattern, Field (computer science), Function overloading, Generic programming, Heap (data structure), Immutable object, Inheritance (object-oriented programming), Initialization (programming), Java (programming language), JavaScript, Member variable, Method (computer programming), Moose (Perl), Null pointer, Object (computer science), Object copying, Object lifetime, Object Pascal, Object pool pattern, Object-oriented programming, Objective-C, Parameter (computer programming), Perl, PHP, Python (programming language), Reference counting, Return type, Ruby (programming language), Rule of three (C++ programming), Singleton pattern, Stack (abstract data type), Subroutine, Thread safety, ..., Visual Basic .NET. Expand index (1 more) »

ActionScript

ActionScript is an object-oriented programming language originally developed by Macromedia Inc. (later acquired by Adobe Systems).

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Allocation site

An allocation site is the method, in Object-oriented programming, in which a particular object is created.

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C Sharp (programming language)

C# (/si: ʃɑːrp/) is a multi-paradigm programming language encompassing strong typing, imperative, declarative, functional, generic, object-oriented (class-based), and component-oriented programming disciplines.

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C++

C++ ("see plus plus") is a general-purpose programming language.

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C3 linearization

In computing, the C3 superclass linearization is an algorithm used primarily to obtain the order in which methods should be inherited (the "linearization") in the presence of multiple inheritance, and is often termed Method Resolution Order (MRO).

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Class (computer programming)

In object-oriented programming, a class is an extensible program-code-template for creating objects, providing initial values for state (member variables) and implementations of behavior (member functions or methods).

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Class invariant

In computer programming, specifically object-oriented programming, a class invariant (or type invariant) is an invariant used to constrain objects of a class.

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Class-based programming

Class-based programming, or more commonly class-orientation, is a style of object-oriented programming (OOP) in which inheritance is achieved by defining classes of objects, as opposed to the objects themselves (compare prototype-based programming).

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ColdFusion Markup Language

ColdFusion Markup Language, more commonly known as CFML, is a scripting language for web development that runs on the JVM, the.NET framework, and Google App Engine.

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Copy elision

In C++ computer programming, copy elision refers to a compiler optimization technique that eliminates unnecessary copying of objects.

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Creational pattern

In software engineering, creational design patterns are design patterns that deal with object creation mechanisms, trying to create objects in a manner suitable to the situation.

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Crt0

crt0 (also known as c0) is a set of execution startup routines linked into a C program that performs any initialization work required before calling the program's main function.

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Default constructor

In computer programming languages, the term default constructor can refer to a constructor that is automatically generated by the compiler in the absence of any programmer-defined constructors (e.g. in Java), and is usually a nullary constructor.

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Destructor (computer programming)

In object-oriented programming, a destructor (dtor) is a method which is automatically invoked when the object is destroyed.

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Eiffel (programming language)

Eiffel is an object-oriented programming language designed by Bertrand Meyer (an object-orientation proponent and author of Object-Oriented Software Construction) and Eiffel Software.

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F Sharp (programming language)

F# (pronounced F sharp) is a strongly typed, multi-paradigm programming language that encompasses functional, imperative, and object-oriented programming methods.

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Factory (object-oriented programming)

In object-oriented programming (OOP), a factory is an object for creating other objects – formally a factory is a function or method that returns objects of a varying prototype or class from some method call, which is assumed to be "new".

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Factory method pattern

In class-based programming, the factory method pattern is a creational pattern that uses factory methods to deal with the problem of creating objects without having to specify the exact class of the object that will be created.

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Field (computer science)

In computer science, data that has several parts, known as a record, can be divided into fields.

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Function overloading

In some programming languages, function overloading or method overloading is the ability to create multiple methods of the same name with different implementations.

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Generic programming

Generic programming is a style of computer programming in which algorithms are written in terms of types to-be-specified-later that are then instantiated when needed for specific types provided as parameters.

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Heap (data structure)

In computer science, a heap is a specialized tree-based data structure that satisfies the heap property: if P is a parent node of C, then the key (the value) of P is either greater than or equal to (in a max heap) or less than or equal to (in a min heap) the key of C. The node at the "top" of the heap (with no parents) is called the root node.

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Immutable object

In object-oriented and functional programming, an immutable object (unchangeable object) is an object whose state cannot be modified after it is created.

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Inheritance (object-oriented programming)

In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object (prototypal inheritance) or class (class-based inheritance), retaining the same implementation.

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Initialization (programming)

In computer programming, initialization is the assignment of an initial value for a data object or variable.

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Java (programming language)

Java is a general-purpose computer-programming language that is concurrent, class-based, object-oriented, and specifically designed to have as few implementation dependencies as possible.

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JavaScript

JavaScript, often abbreviated as JS, is a high-level, interpreted programming language.

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Member variable

In object-oriented programming, a member variable (sometimes called a member field) is a variable that is associated with a specific object, and accessible for all its methods (member functions).

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Method (computer programming)

A method in object-oriented programming (OOP) is a procedure associated with a message and an object.

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Moose (Perl)

Moose is an extension of the object system of the Perl programming language.

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Null pointer

In computing, a null pointer has a value reserved for indicating that the pointer does not refer to a valid object.

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Object (computer science)

In computer science, an object can be a variable, a data structure, a function, or a method, and as such, is a value in memory referenced by an identifier.

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Object copying

In object-oriented programming, object copying is creating a copy of an existing object, a unit of data in object-oriented programming.

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Object lifetime

In object-oriented programming (OOP), the object lifetime (or life cycle) of an object is the time between an object's creation and its destruction.

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Object Pascal

Object Pascal refers to a branch of object-oriented derivatives of Pascal, mostly known as the primary programming language of Delphi.

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Object pool pattern

The object pool pattern is a software creational design pattern that uses a set of initialized objects kept ready to use – a "pool" – rather than allocating and destroying them on demand.

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Object-oriented programming

Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which may contain data, in the form of fields, often known as attributes; and code, in the form of procedures, often known as methods. A feature of objects is that an object's procedures can access and often modify the data fields of the object with which they are associated (objects have a notion of "this" or "self").

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Objective-C

Objective-C is a general-purpose, object-oriented programming language that adds Smalltalk-style messaging to the C programming language.

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Parameter (computer programming)

In computer programming, a parameter (often called formal parameter or formal argument) is a special kind of variable, used in a subroutine to refer to one of the pieces of data provided as input to the subroutine.

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Perl

Perl is a family of two high-level, general-purpose, interpreted, dynamic programming languages, Perl 5 and Perl 6.

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PHP

PHP: Hypertext Preprocessor (or simply PHP) is a server-side scripting language designed for Web development, but also used as a general-purpose programming language.

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Python (programming language)

Python is an interpreted high-level programming language for general-purpose programming.

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Reference counting

In computer science, reference counting is a technique of storing the number of references, pointers, or handles to a resource such as an object, block of memory, disk space or other resource.

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Return type

In computer programming, the return type (or result type) defines and constrains the data type of the value returned from a subroutine or method.

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Ruby (programming language)

Ruby is a dynamic, interpreted, reflective, object-oriented, general-purpose programming language.

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Rule of three (C++ programming)

The rule of three and rule of five are rules of thumb in C++ for the building of exception-safe code and for formalizing rules on resource management.

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Singleton pattern

In software engineering, the singleton pattern is a software design pattern that restricts the instantiation of a class to one object.

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Stack (abstract data type)

In computer science, a stack is an abstract data type that serves as a collection of elements, with two principal operations.

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Subroutine

In computer programming, a subroutine is a sequence of program instructions that performs a specific task, packaged as a unit.

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Thread safety

Thread safety is a computer programming concept applicable to multi-threaded code.

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Visual Basic .NET

Visual Basic.NET (VB.NET) is a multi-paradigm, object-oriented programming language, implemented on the.NET Framework.

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References

[1] https://en.wikipedia.org/wiki/Constructor_(object-oriented_programming)

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