unit 2 lesson 3 Flashcards
(8 cards)
procedural programming
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.
object-oriented programming (OOP)
and it came into existence in the 1950s and 60s at Massachusetts Institute of Technology.
Principle 1: Objects & Methods
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.
Principle 2: Classes & Instances
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.
Principle 3: Inheritance
Inheritance means a programmer can purposefully make a class or object inherit all the properties and behaviors of another class or object.
Principle 4: Overriding
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.
Principle 5: Encapsulation
encapsulation is the ability to hide information within a class and only make certain information accessible to the outside world.
Principle 6: Polymorphism
Polymorphism means many forms