Object Oriented Programming Flashcards

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1
Q

Object

A
  • “a location in memory having a valve and reference by an identifier”
  • have state (data) and behaviours (methods)
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2
Q

Class and how to define

A
  • template for an object

To Define:
- class name
- state: attributes (defined by variables)
- behaviours: actions of objects (defined by methods)

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3
Q

Variables and two types of variables

A
  • variables define state in a class - store data, fields, attributes

Types of Variables
- Instance - each object has its own copy of instance variables in the class
- Class - declared with keyword static, only one copy of a class variable is maintained for all objects to refer to

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4
Q

Methods in a Class

A
  • Accessor - Used to determine value of a variable (getter method)
  • Modifier - used to change the value of a variable (setter method)
  • Helper - called from within a class by other methods
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5
Q

Constructors

A
  • used to create an instance of an object
  • have same name as the class
  • a class can have more than one constructor (method overloading)
  • used once per object - only to create or instantiate an object
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6
Q

Inheritance

A
  • class that is derived from another class inherits state and behaviours from that other class
  • subclass (or child) automatically takes on all behaviors and attributes of its base class (parent)
  • base class defines all the common features , subclasses inherit common feature
  • Single Inheritance - you can only extend one class
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7
Q

Subclass Initialization

A
  • to initialize a subclass - must ensure we initialize all the state attributes that were inherited for super class
  • in a default constructor we can invoke the superclass constructor by using keyword: super
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