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OOP
A programming paradigm based on the concept of "objects" that contain data (attributes) and functions (methods).
Class
A blueprint for creating objects; defines attributes and methods that its object will have.
Object
An instance of a class; represents a specific entity with state (data) and behavior (methods).
Encapsulation
The bundling of data and methods within a class, restricting direct access to some of the objects components.
Abstraction
The process of hiding complex implementation details and showing only the necessary features of an object.
Inheritance
The mechanism by which one class (child) can acquire properties and behaviors from another class (parent)
Polymorphism
The ability for functions or methods to behave differently based on the object that calls them.
Dynamic binding
The process of linking a function call to the correct function definition at runtime (e.g., virtual functions)
Constructor
A special member function that initializes objects of a class when they are created.
Destructor
A special member function called automatically when an object goes out of scope or is deleted; cleans up resources.
Access specifiers
Keywords that define the visibility of class members: public, protected, and private.
Public
Members are accessible from anywhere in the program.
Private
Members are accessible only within the class itself.
Protected
Members are accessible within the class and by derived classes.
Static member
A class member (data or function) shared by all objects of the class, not tied to any specific instance.Co
Const member function
A member function that cannot modify the object it belongs to; declared with the const keyword.
Friend function
A function that is not a member of a class but has access to its private and protected members.
This pointer
An implicit pointer available inside all non-static memebr functions that points to the calling object.