Class (programming) in the context of Object-based language


Class (programming) in the context of Object-based language

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⭐ Core Definition: Class (programming)

In programming, a class is a syntactic entity structure used to create objects. The capabilities of a class differ between programming languages, but generally the shared aspects consist of state (variables) and behavior (methods) that are each either associated with a particular object or with all objects of that class.

Object state can differ between each instance of the class whereas the class state is shared by all of them. The object methods include access to the object state (via an implicit or explicit parameter that references the object) whereas class methods do not.

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👉 Class (programming) in the context of Object-based language

An object-based language is a imperative programming language that provides a construct to encapsulate state and behavior as an object. A language that also supports inheritance or subtyping is classified as object-oriented. Even though object-oriented seems like a superset of object-based, they are used as mutually exclusive alternatives, rather than overlapping. Examples of strictly object-based languages – supporting an object feature but not inheritance or subtyping – are early versions of Ada, Visual Basic 6 (VB6), and Fortran 90.

Some classify prototype-based programming as object-based even though it supports inheritance and subtyping albeit not via a class concept. Instead an object inherits its state and behavior from a template object. A commonly used language with prototype-based programming support is JavaScript.

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Class (programming) in the context of Library (computing)

In computing, a library is a collection of resources that can be used during software development to implement a computer program. Commonly, a library consists of executable code such as compiled functions and classes, or a library can be a collection of source code. A resource library may contain data such as images and text.

A library can be used by multiple, independent consumers (programs and other libraries). This differs from resources defined in a program which can usually only be used by that program. When a consumer uses a library resource, it gains the value of the library without having to implement it itself. Libraries encourage software reuse in a modular fashion. Libraries can use other libraries resulting in a hierarchy of libraries in a program.

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Class (programming) in the context of Template (C++)

Templates are a feature of the C++ programming language that allows functions and classes to operate with generic types. This allows a function or class declaration to reference via a generic variable another different class (built-in or newly declared data type) without creating a full declaration for each of these different classes.

In plain terms, a templated class or function would be the equivalent of (before "compiling") copying and pasting the templated block of code where it is used, and then replacing the template parameter with the actual one. For this reason, classes employing templated methods place the implementation in the headers (*.h files) as no symbol could be compiled without knowing the type beforehand.

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Class (programming) in the context of Swift (programming language)

Swift is a high-level general-purpose, multi-paradigm, compiled programming language created by Chris Lattner in 2010 for Apple Inc. and maintained by the open-source community. Swift compiles to machine code and uses an LLVM-based compiler. Swift was first released in June 2014 and the Swift toolchain has shipped in Xcode since Xcode version 6, released in September 2014.

Apple intended Swift to support many core concepts associated with Objective-C, notably dynamic dispatch, widespread late binding, extensible programming, and similar features, but in a "safer" way, making it easier to catch software bugs; Swift has features addressing some common programming errors like null pointer dereferencing and provides syntactic sugar to help avoid the pyramid of doom. Swift supports the concept of protocol extensibility, an extensibility system that can be applied to types, structs and classes, which Apple promotes as a real change in programming paradigms they term "protocol-oriented programming" (similar to traits and type classes).

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Class (programming) in the context of Superclass (computer science)

In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object (prototype-based inheritance) or class (class-based inheritance), retaining similar implementation. It is also defined as deriving new classes (sub classes) from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages like C++, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object", with the exception of: constructors, destructors, overloaded operators and friend functions of the base class. Inheritance allows programmers to create classes that are built upon existing classes, to specify a new implementation while maintaining the same behaviors (realizing an interface), to reuse code and to independently extend original software via public classes and interfaces. The relationships of objects or classes through inheritance give rise to a directed acyclic graph.

An inherited class is called a subclass of its parent class or super class. The term inheritance is loosely used for both class-based and prototype-based programming, but in narrow use the term is reserved for class-based programming (one class inherits from another), with the corresponding technique in prototype-based programming being instead called delegation (one object delegates to another). Class-modifying inheritance patterns can be pre-defined according to simple network interface parameters such that inter-language compatibility is preserved.

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Class (programming) in the context of Simula

Simula is the name of two simulation programming languages, Simula I and Simula 67, developed in the 1960s at the Norwegian Computing Center in Oslo, by Ole-Johan Dahl and Kristen Nygaard. Syntactically, it is an approximate superset of ALGOL 60,and was also influenced by the design of SIMSCRIPT.

Simula 67 introduced objects, classes, inheritance and subclasses, virtual procedures, coroutines, and discrete event simulation, and featured garbage collection. Other forms of subtyping (besides inheriting subclasses) were introduced in Simula derivatives.

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Class (programming) in the context of Attribute (computing)

In object-oriented programming, an attribute is a specification that defines a property of an object, element, or file. It may also refer to or set the specific value for a given instance of such. For clarity, attributes should more correctly be considered metadata. An attribute is frequently and generally a property of a property. However, in actual usage, the term attribute can and is often treated as equivalent to a property depending on the technology being discussed. An attribute of an object usually consists of a name and a value. For an element these can be a type and class name, while for a file these can be a name and an extension, respectively.

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Class (programming) in the context of Encapsulation (programming)

In software systems, encapsulation refers to the bundling of data with the mechanisms or methods that operate on the data. It may also refer to the limiting of direct access to some of that data, such as an object's components. Essentially, encapsulation prevents external code from being concerned with the internal workings of an object.

Encapsulation allows developers to present a consistent interface that is independent of its internal implementation. As one example, encapsulation can be used to hide the values or state of a structured data object inside a class. This prevents clients from directly accessing this information in a way that could expose hidden implementation details or violate state invariance maintained by the methods.

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