layout | title | permalink |
---|---|---|
page |
401.04 Reading Notes |
/401-R04/ |
-
In software, objects are collections of data that include states and behaviors.
- States: Changable attributes of the object. Stored in fields (variables in many languages).
- Behaviors: Functions/methods that perform based on the object's state.
- Data encapsulation: Principle of OOP where an object's state is only expressed/interacted with via behaviors.
-
Advantages of OOP include:
-
Reusability of code
-
Portability of code to other code bases
-
Obscurity of internal data (as interactions happen on outer functional bases)
-
Can be replaced with other objects as needed
-
-
In programming, a class is a category of objects-- an individual object may be an instance of a given class.
-
Classes are not independent applications, but are declared and called.
-
Declarations include:
-
Modifiers for access
-
A capitalized name
-
A single parent class (if applicable), with syntax
extends Parent
-
Interface(s), with syntax
implements firstInterface, subsequentInterface
-
Code block for the body of the class within curly braces
{}
-
-
Binary : "Base-two" numeral system. Conventionally represented with characters "0" and "1". Used in computing as most basic analogue to on/off or unpowered/powered state.
-
Decimal : "Base-ten" numeral system. Characters usually used are "0", "1" through "9". Extremely common for most types of measurement in the contemporary world.
-
Hexadecimal : "Base-sixteen" numeral system (contemporary characters used are : "0", "1" through "9", and "A" through "F").
- Computing uses are common due to easier conversion from binary than to decimal notation.