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Mapa mental

Object-Oriented Programming

Andres Yañez Español

Object-Oriented Programming

Contenido del mapa

Object-Oriented Programming

  1. Encapsulation

    • Encapsulation is the hiding of data implementation by restricting access to accessors and mutators. First, lets define accessors and mutators
  2. Polymorphism

    • Polymorphism means one name, many forms. Polymorphism manifests itself by having multiple methods all with the same name, but slighty different functionality.
  3. Object

    • An object is a software bundle of related state and behavior. Software objects are often used to model the real-world objects that you find in everyday life.
  4. Class

    • A class is a blueprint or prototype from which objects are created. This section defines a class that models the state and behavior of a real-world object.
  5. Method

    • Method describes the object’s abilities. A Dog has the ability to bark. So bark() is one of the methods of the Dog class.
  6. Properties

    • Are as in everyday language and technically are fields of objects/classes with dedicated getter/setter routines.
  7. Attributes

    • Attributes are the individual characteristics that differentiate one object from another and determine its appearance, state or other qualities. Attributes are stored in named instance variables, and each particular object can have different values ​​for these variables.
  8. Event

    • An event is an action that an object recognizes, such as clicking the mouse or pressing a key, and for which it can write code to respond.
  9. Inheritance

    • Inheritance provides a powerful and natural mechanism for organizing and structuring your software.

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Mapa Mental sobre Object-Oriented Programming, creado por Andres Yañez el 13/01/2017.
Creado por
Andres Yañez
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