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Class (computer programming)

Index 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). [1]

89 relations: Access modifiers, Anonymous function, Aspect-oriented programming, Association (object-oriented programming), Attribute (computing), C Sharp (programming language), C++, Class diagram, Class invariant, Class variable, Class-based programming, Code generation (compiler), Common Lisp Object System, Communication design, Compile time, Constructor (object-oriented programming), Data (computing), Data structure, Data type, Directed acyclic graph, Dynamic dispatch, Encapsulation (computer programming), Executable, Factory method pattern, Field (computer science), First-class citizen, Friend function, Has-a, Inner class, Instance (computer science), Instance variable, Interface (Java), Is-a, Java (programming language), Layer (object-oriented design), List of object-oriented programming languages, Member variable, Metaclass, Metaobject, Method (computer programming), Method overriding, Microsoft, Mixin, Moore's law, Multiple inheritance, Mutator method, Nominalization, Object (computer science), Object lifetime, Object-based language, ..., Object-oriented analysis and design, Object-oriented programming, Objective-C, Perl, PHP, Polymorphism (computer science), Preprocessor, Principle of abstraction, Property (programming), Protocol (object-oriented programming), Prototype-based programming, Python (programming language), Reflection (computer programming), Ruby (programming language), Run time (program lifecycle phase), Run-time type information, Scope (computer science), Semantic Web, Separation of concerns, Smalltalk, Software design pattern, Software framework, Source code, Source code editor, String (computer science), Subroutine, Subset, Trait (computer programming), Tree (graph theory), Type signature, Type system, Typedef, Unified Modeling Language, Visual Basic, Visual Basic .NET, Web Ontology Language, Windows Runtime, World Wide Web Consortium, .NET Framework. Expand index (39 more) »

Access modifiers

Access modifiers (or access specifiers) are keywords in object-oriented languages that set the accessibility of classes, methods, and other members.

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Anonymous function

In computer programming, an anonymous function (function literal, lambda abstraction, or lambda expression) is a function definition that is not bound to an identifier.

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Aspect-oriented programming

In computing, aspect-oriented programming (AOP) is a programming paradigm that aims to increase modularity by allowing the separation of cross-cutting concerns.

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Association (object-oriented programming)

In object-oriented programming, association defines a relationship between classes of objects that allows one object instance to cause another to perform an action on its behalf.

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Attribute (computing)

In computing, an attribute is a specification that defines a property of an object, element, or file.

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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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Class diagram

In software engineering, a class diagram in the Unified Modeling Language (UML) is a type of static structure diagram that describes the structure of a system by showing the system's classes, their attributes, operations (or methods), and the relationships among objects.

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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 variable

In object-oriented programming with classes, a class variable is a variable defined in a class of which a single copy exists, regardless of how many instances of the class exist.

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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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Code generation (compiler)

In computing, code generation is the process by which a compiler's code generator converts some intermediate representation of source code into a form (e.g., machine code) that can be readily executed by a machine.

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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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Communication design

A communication design is a mixed discipline between design and information-development which is concerned with how media intervention such as printed, crafted, electronic media or presentations communicate with people.

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Compile time

In computer science, compile time refers to either the operations performed by a compiler (the "compile-time operations"), programming language requirements that must be met by source code for it to be successfully compiled (the "compile-time requirements"), or properties of the program that can be reasoned about during compilation.

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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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Data (computing)

Data (treated as singular, plural, or as a mass noun) is any sequence of one or more symbols given meaning by specific act(s) of interpretation.

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Data structure

In computer science, a data structure is a data organization and storage format that enables efficient access and modification.

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Data type

In computer science and computer programming, a data type or simply type is a classification of data which tells the compiler or interpreter how the programmer intends to use the data.

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Directed acyclic graph

In mathematics and computer science, a directed acyclic graph (DAG), is a finite directed graph with no directed cycles.

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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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Executable

In computing, executable code or an executable file or executable program, sometimes simply referred to as an executable or binary, causes a computer "to perform indicated tasks according to encoded instructions," as opposed to a data file that must be parsed by a program to be meaningful.

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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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First-class citizen

In programming language design, a first-class citizen (also type, object, entity, or value) in a given programming language is an entity which supports all the operations generally available to other entities.

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Friend function

In object-oriented programming, a friend function, that is a "friend" of a given class, is a function that is given the same access as methods to private and protected data.

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Has-a

In database design, object-oriented programming and design (see object oriented program architecture), has-a (has_a or has a) is a composition relationship where one object (often called the constituted object, or part/constituent/member object) "belongs to" (is part or member of) another object (called the composite type), and behaves according to the rules of ownership.

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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.

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Instance (computer science)

In object-oriented programming (OOP), an instance is a concrete occurrence of any object, existing usually during the runtime of a computer program.

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Instance variable

In object-oriented programming with classes, 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.

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Interface (Java)

An interface in the Java programming language is an abstract type that is used to specify a behavior that classes must implement.

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Is-a

In knowledge representation, object-oriented programming and design (see object-oriented program architecture), is-a (is_a or is a) is a subsumption relationship between abstractions (e.g. types, classes), wherein one class A is a subclass of another class B (and so B is a superclass of A).

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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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Layer (object-oriented design)

In object-oriented design, a layer is a group of classes that have the same set of link-time module dependencies to other modules.

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List of object-oriented programming languages

This is a list of notable programming languages with object-oriented programming (OOP) features, which are also listed in:Category:Object-oriented programming languages.

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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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Metaclass

In object-oriented programming, a metaclass is a class whose instances are classes.

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Metaobject

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

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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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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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Microsoft

Microsoft Corporation (abbreviated as MS) is an American multinational technology company with headquarters in Redmond, Washington.

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Mixin

In object-oriented programming languages, a Mixin is a class that contains methods for use by other classes without having to be the parent class of those other classes.

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Moore's law

Moore's law is the observation that the number of transistors in a dense integrated circuit doubles about every two years.

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Multiple inheritance

Multiple inheritance is a feature of some object-oriented computer programming languages in which an object or class can inherit characteristics and features from more than one parent object or parent class.

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Mutator method

In computer science, a mutator method is a method used to control changes to a variable.

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Nominalization

In linguistics, nominalization or nominalisation is the use of a word which is not a noun (e.g., a verb, an adjective or an adverb) as a noun, or as the head of a noun phrase, with or without morphological transformation.

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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-based language

The term "object-based language" may be used in a technical sense to describe any programming language that uses the idea of encapsulating state and operations inside "objects".

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Object-oriented analysis and design

Object-oriented analysis and design (OOAD) is a popular technical approach for analyzing and designing an application, system, or business by applying object-oriented programming, as well as using visual modeling throughout the development life cycles to foster better stakeholder communication and product quality.

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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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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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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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Preprocessor

In computer science, a preprocessor is a program that processes its input data to produce output that is used as input to another program.

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Principle of abstraction

The principle of abstraction is a grouping principle, whereby a hierarchy is adhered to with higher levels of abstraction placed near the top with more specific concepts underneath.

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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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Protocol (object-oriented programming)

Protocol is a term used by particular object-oriented programming languages with a variety of specific meanings, which other languages may term interface or trait (or even Dynamic dispatch or Dependency injection), and often associated with languages from Apple Inc. (Protocol when used otherwise is akin to a Communication protocol, indicating the chain of interactions between the caller and the object.) Languages which use the term Protocol include.

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Prototype-based programming

Prototype-based programming is a style of object-oriented programming in which behaviour reuse (known as inheritance) is performed via a process of reusing existing objects via delegation that serve as prototypes.

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Python (programming language)

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

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Reflection (computer programming)

In computer science, reflection is the ability of a computer program to examine, introspect, and modify its own structure and behavior at runtime.

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Ruby (programming language)

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

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Run time (program lifecycle phase)

In computer science, run time, runtime or execution time is the time during which a program is running (executing), in contrast to other program lifecycle phases such as compile time, link time and load time.

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Run-time type information

In computer programming, run-time type information or run-time type identification (RTTI) is a feature of the C++ programming language that exposes information about an object's data type at runtime.

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Scope (computer science)

In computer programming, the scope of a name binding – an association of a name to an entity, such as a variable – is the region of a computer program where the binding is valid: where the name can be used to refer to the entity.

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Semantic Web

The Semantic Web is an extension of the World Wide Web through standards by the World Wide Web Consortium (W3C).

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Separation of concerns

In computer science, separation of concerns (SoC) is a design principle for separating a computer program into distinct sections, such that each section addresses a separate concern.

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Smalltalk

Smalltalk is an object-oriented, dynamically typed, reflective programming language.

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Software design pattern

In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design.

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Software framework

In computer programming, a software framework is an abstraction in which software providing generic functionality can be selectively changed by additional user-written code, thus providing application-specific software.

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Source code

In computing, source code is any collection of code, possibly with comments, written using a human-readable programming language, usually as plain text.

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Source code editor

A source code editor is a text editor program designed specifically for editing source code of computer programs by programmers.

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String (computer science)

In computer programming, a string is traditionally a sequence of characters, either as a literal constant or as some kind of variable.

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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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Subset

In mathematics, a set A is a subset of a set B, or equivalently B is a superset of A, if A is "contained" inside B, that is, all elements of A are also elements of B. A and B may coincide.

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Trait (computer programming)

In computer programming, a trait is a concept used in object-oriented programming, which represents a set of methods that can be used to extend the functionality of a class.

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Tree (graph theory)

In mathematics, and more specifically in graph theory, a tree is an undirected graph in which any two vertices are connected by exactly one path.

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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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Type system

In programming languages, a type system is a set of rules that assigns a property called type to the various constructs of a computer program, such as variables, expressions, functions or modules.

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Typedef

typedef is a reserved keyword in the C and C++ programming languages.

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Unified Modeling Language

The Unified Modeling Language (UML) is a general-purpose, developmental, modeling language in the field of software engineering, that is intended to provide a standard way to visualize the design of a system.

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Visual Basic

Visual Basic is a third-generation event-driven programming language and integrated development environment (IDE) from Microsoft for its Component Object Model (COM) programming model first released in 1991 and declared legacy during 2008.

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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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Web Ontology Language

The Web Ontology Language (OWL) is a family of knowledge representation languages for authoring ontologies.

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Windows Runtime

Windows Runtime (WinRT) is a platform-agnostic application architecture first introduced in Windows 8 and Windows Server 2012 in 2012.

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World Wide Web Consortium

The World Wide Web Consortium (W3C) is the main international standards organization for the World Wide Web (abbreviated WWW or W3).

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.NET Framework

.NET Framework (pronounced dot net) is a software framework developed by Microsoft that runs primarily on Microsoft Windows.

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References

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

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