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Class
the description/template of what the data looks like (the state) and what the data can do (the behaviour)
Objects
data items, an object is an instance of a class
attributes
gives and object’s properties
methods
describes the actions that the object can perform
instantiation
creating objects within a class
setter
sets the value of a particular attribute
getter
retrieves the value of a particular attribute
encapsulation
attributes cannot be directly accessed/edited by the user by making them private
constructor
allows a new object to be created
super class
parent class
subclass
class within a parent class
inheritance
where the subclass possess all of the methods/attributes of the superclass
each subclass can have its own attributes along with those in the superclass
overriding
classing a method from an object that shares the same name as a method further up
can be ignored is using superclass each super.______
the method from the original subclass is used instead
Declarative programming
statements are written that describe the problem to be solved and the language implementation decides the best way of solving it
Functional programming
statements are written as a series of functions which accept input data as arguments and return an output
procedural programming
has a series of instructions that tell the computer what to do with the input in order to solve the problem
structured programming
type of procedural programming which uses modular programming techniques to split large programs into manageable chunks
object oriented programming
abstracts details of implementations away from the programmers to make code reusable and programs easy to maintain
example of object oriented programming
class ToyTank
private colour
private name
public procedure new(givenColour, givenName)
colour = givenColour
name = givenName
end procedure
public procedure getColour()
print(“My colour is”, colour)
end procedure
public procedure setColour(newColour)
colour = newColour
end procedure
end class
Polymorphism
Reusing the same code in another area/object to obtain different results
Parameters
A variables used in a subroutine to refer to data provided within the input of the subroutine
method examples
update [attribute]
change [attribute]
set [attribute]