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Method (computer programming)

Index Method (computer programming)

A method in object-oriented programming (OOP) is a procedure associated with a message and an object. [1]

38 relations: Abstract data type, Abstraction layer, Balance (accounting), C (programming language), C Sharp (programming language), C++, Class (computer programming), Class implementation file, Class-based programming, Common Lisp Object System, Constructor (object-oriented programming), Database, Destructor (computer programming), Distributed object communication, Dynamic dispatch, Encapsulation (computer programming), Finalizer, Garbage collection (computer science), Inheritance (object-oriented programming), Interface (computing), Java (programming language), Message passing, Metamodeling, Metaobject, Method overriding, Modular programming, Object (computer science), Object lifetime, Object-oriented programming, Operator overloading, Polymorphism (computer science), Property (programming), Python (programming language), Structured programming, Subroutine, Type signature, Version control, Virtual function.

Abstract data type

In computer science, an abstract data type (ADT) is a mathematical model for data types, where a data type is defined by its behavior (semantics) from the point of view of a user of the data, specifically in terms of possible values, possible operations on data of this type, and the behavior of these operations.

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Abstraction layer

In computing, an abstraction layer or abstraction level is a way of hiding the implementation details of a particular set of functionality, allowing the separation of concerns to facilitate interoperability and platform independence.

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Balance (accounting)

In banking and accounting, the outstanding balance is the amount of money owed, (or due), that remains in a deposit account.

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C (programming language)

C (as in the letter ''c'') is a general-purpose, imperative computer programming language, supporting structured programming, lexical variable scope and recursion, while a static type system prevents many unintended operations.

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

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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 implementation file

In object-oriented programming, a class implementation file is often used to contain the implementation code for the method(s) 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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Common Lisp Object System

The Common Lisp Object System (CLOS) is the facility for object-oriented programming which is part of ANSI Common Lisp.

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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.

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A database is an organized collection of data, stored and accessed electronically.

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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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Distributed object communication

In a distributed computing environment, distributed object communication realizes communication between distributed objects.

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Dynamic dispatch

In computer science, dynamic dispatch is the process of selecting which implementation of a polymorphic operation (method or function) to call at run time.

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Encapsulation (computer programming)

In object oriented programming languages, encapsulation is used to refer to one of two related but distinct notions, and sometimes to the combination thereof.

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In object-oriented programming, a finalizer or finalize method is a special method that performs finalization, generally some form of cleanup.

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Garbage collection (computer science)

In computer science, garbage collection (GC) is a form of automatic memory management.

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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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Interface (computing)

In computing, an interface is a shared boundary across which two or more separate components of a computer system exchange information.

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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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Message passing

In computer science, message passing is a technique for invoking behavior (i.e., running a program) on a computer.

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A metamodel or surrogate model is a model of a model, and metamodeling is the process of generating such metamodels.

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In computer science, a metaobject is an object that manipulates, creates, describes, or implements objects (including itself).

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Method overriding

Method overriding, in object-oriented programming, is a language feature that allows a subclass or child class to provide a specific implementation of a method that is already provided by one of its superclasses or parent classes.

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Modular programming

Modular programming is a software design technique that emphasizes separating the functionality of a programme into independent, interchangeable modules, such that each contains everything necessary to execute only one aspect of the desired functionality.

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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 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-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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Operator overloading

In programming, operator overloading, sometimes termed operator ad hoc polymorphism, is a specific case of polymorphism, where different operators have different implementations depending on their arguments.

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Polymorphism (computer science)

In programming languages and type theory, polymorphism (from Greek πολύς, polys, "many, much" and μορφή, morphē, "form, shape") is the provision of a single interface to entities of different types.

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Property (programming)

A property, in some object-oriented programming languages, is a special sort of class member, intermediate in functionality between a field (or data member) and a method.

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Python (programming language)

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

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Structured programming

Structured programming is a programming paradigm aimed at improving the clarity, quality, and development time of a computer program by making extensive use of the structured control flow constructs of selection (if/then/else) and repetition (while and for), block structures, and subroutines in contrast to using simple tests and jumps such as the go to statement, which can lead to "spaghetti code" that is potentially difficult to follow and maintain.

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

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Type signature

In computer science, a type signature or type annotation defines the inputs and outputs for a function, subroutine or method.

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Version control

A component of software configuration management, version control, also known as revision control or source control, is the management of changes to documents, computer programs, large web sites, and other collections of information.

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Virtual function

In object-oriented programming, in languages such as C++, and Object Pascal, a virtual function or virtual method is an inheritable and overridable function or method for which dynamic dispatch is facilitated.

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Abstract method, Class method, Final method, Hooking method, Instance method, Member function, Method (computer science), Method (computing), Method (object-oriented programming), Method (oo), Method (programming), Method call, Method heading, Method name, Special method, Static function, Static functions, Static method, Static methods.


[1] https://en.wikipedia.org/wiki/Method_(computer_programming)

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