ALGORITHM AND PROGRAMMING OBJECT-ORIENTED (POOI)

Nesvi Dayhan Mar
Mind Map by Nesvi Dayhan Mar, updated more than 1 year ago
Nesvi Dayhan Mar
Created by Nesvi Dayhan Mar over 4 years ago
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ALGORITHM AND PROGRAMMING OBJECT-ORIENTED (POOI)
1 fundamental concepts
1.1 CLASS
1.1.1 The class represents the essence of the object and the object is an entity that exists in time and space
1.2 HERITAGE
1.2.1 Heritage established hierarchies of type "is a", in where a subclass inherits structure and behavior of one or more superclasses more generalized
1.3 OBJECT
1.3.1 Entity provided with a set of properties or attributes (data) and behavioral or functionality (methods) which consequently react to events
1.4 METHOD
1.4.1 A method can produce a change in the properties of the object, or the generation of an "event" with a new message to another object on the system
1.5 EVENT
1.5.1 The system handles the event by sending the right message to the object relevant. Can also be defined as event, a reaction that can trigger a object, i.e. the action that generates
1.6 PROPERTY OR ATTRIBUTE
1.6.1 Container of a type of data associated with an object (or to a class of objects), which makes the data visible from outside of the object and this is defined as its characteristics default
2 CHARACTERISTICS
2.1 ABSTRACTION
2.1.1 They capture their behaviors each object in the system serves as a model of an abstract "agent" that can be I work, inform and change their State, and "communicate" with other objects in the system
2.2 ENCAPSULATION
2.2.1 It means to bring together all the elements that can be considered belonging to the same entity, to the same level of abstraction. This allows to increase the cohesion of the system components
2.3 PRINCIPLES OF CONCEALMENT
2.3.1 Each object is isolated from the outside, is a natural, and every kind of object exposes an interface to other objects that specific how can interact with the objects of the class. Insulation protects the properties of an object against modification by who does not have right of access to them
2.4 POLYMORPHISM
2.4.1 different behaviors, associated with different objects, can share the same name, by calling them by that name will be used for the corresponding behavior to the object that is being used
2.5 COLLECTION OF TRASH
2.5.1 The collection of trash or garbage collector is the technique by which the environment of objects is responsible for destroying automatically, and therefore to unbind the associated memory, the objects that have been without any reference to them
3 PROGRAMMING LANGUAGES OBJECT-ORIENTED
3.1 C++
3.2 C#
3.3 Clarion
3.4 JavaScript
3.5 Visual Objects
3.6 PowerBuilder
3.7 Java
3.8 Visual Basic 6.0
3.9 ActionScript 3
3.10 XBase++
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