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Flashcards covering fundamental concepts of object-oriented programming from the lecture notes.
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Class
A blueprint for creating objects that contain methods and fields.
Object
An instance of a class that holds data and methods.
Field
A class member that holds data.
Method
A function defined within a class that performs actions.
Constructor
A special method called when an object is instantiated.
Accessor
A method that retrieves the value of a field without changing it.
Mutator
A method that modifies the value of a field.
UML
Unified Modeling Language, used to visualize system designs.
Encapsulation
The bundling of data with the methods that operate on that data.
Inheritance
A mechanism to create a new class using the properties and methods of an existing class.
Polymorphism
The ability for different classes to be treated as instances of the same class through a common interface.
Abstraction
The concept of hiding complex reality while exposing only the necessary parts.
Wrapper Class
A class that encapsulates a primitive data type, allowing it to be treated as an object.