unit 2 lesson 3 Flashcards

1
Q

procedural programming

A

In other words, the computer program tells the machine what to do in order, step by step. This became the natural paradigm for early programming languages, and it is still a natural place for the beginner programmer to start.

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2
Q

object-oriented programming (OOP)

A

and it came into existence in the 1950s and 60s at Massachusetts Institute of Technology.

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3
Q

Principle 1: Objects & Methods

A

An object is a collection of data about an item, such as a ball, or the beach, or the ocean that we spoke about earlier. Methods are the OOP version of the subtasks we mentioned regarding procedural programming.

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4
Q

Principle 2: Classes & Instances

A

class; it has been “instantiated.” In other words, a unique and independent object was created from the class template at a specific instant in time.

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5
Q

Principle 3: Inheritance

A

Inheritance means a programmer can purposefully make a class or object inherit all the properties and behaviors of another class or object.

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6
Q

Principle 4: Overriding

A

What do you do if you want to create an object from a template, but you only want to include 95 percent of the template, while for the last 5 percent you would rather have something else? That’s entirely possible, and it’s called overriding.

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7
Q

Principle 5: Encapsulation

A

encapsulation is the ability to hide information within a class and only make certain information accessible to the outside world.

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8
Q

Principle 6: Polymorphism

A

Polymorphism means many forms

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