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Mapa mental

Objects

John Hair Computer Science 10th grade Inglés

Contenido del mapa

Objects

  1. Types

    • Define what kind of variable the variable is
      • Primitive
        • The default types, that have no methods that can be called on them. Some of these include int, boolean, char, etc.
          • int: whole numbers
          • long: like double, but gives more digits
          • double:numbers to the thousandth place
          • float: used for money(not necessary for test)
      • Objects
        • Have methods the programmer can use. One example is a string.
  2. Methods

    • Describe the actions/rules of a class.
    • Describe the actions/rules of a class.
      • Accessor (Getter) methods
        • Give information to the programmer about an object of the class type, for example getting a variable the object has. 
        • Give information to the programmer about an object of the class type, for example getting a variable the object has.
      • Mutator (Doer) methods
        • Allows for the programmer to change an object with the class type
        • Allows for the programmer to change an object with the class type
  3. Classes

    • Give the rules and actions that objects of that type can do.
    • Give the rules and actions that objects of that type can do.
  4. Referencing an object

    • Similar to referencing a variable, you call the name of the object. You can use a method of the object by calling the name plus a dot plus the name of the method you wish to use. For example, student.getName();. "student" is the name of the object, and "getName()" is the name of the method.
  5. assignment operator(=)

    • Allows you to give a value to a variable/object.

Información

Descripción
10th grade Computer Science Mapa Mental sobre Objects, creado por John Hair el 23/04/2018.
Creado por
John Hair
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