Object (computer science) in the context of Object-based language


Object (computer science) in the context of Object-based language

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⭐ Core Definition: Object (computer science)

In software development, an object is an entity semantic that has state, behavior, and identity.An object can model some part of reality or can be an invention of the design process whose collaborations with other such objects serve as the mechanisms that provide some higher-level behavior. Put another way, an object represents an individual, identifiable item, unit, or entity, either real or abstract, with a well-defined role in the problem domain.

A programming language can be classified based on its support for objects. A language that provides an encapsulation construct for state, behavior, and identity is classified as object-based. If the language also provides polymorphism and inheritance it is classified as object-oriented. A language that supports creating an object from a class is classified as class-based. A language that supports object creation via a template object is classified as prototype-based.

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Object (computer science) in the context of High-level programming language

A high-level programming language is a programming language with strong abstraction from the details of the computer. In contrast to low-level programming languages, it may use natural language elements, be easier to use, or may automate (or even hide entirely) significant areas of computing systems (e.g. memory management), making the process of developing a program simpler and more understandable than when using a lower-level language. The amount of abstraction provided defines how "high-level" a programming language is.

High-level refers to a level of abstraction from the hardware details of a processor inherent in machine and assembly code. Rather than dealing with registers, memory addresses, and call stacks, high-level languages deal with variables, arrays, objects, arithmetic and Boolean expressions, functions, loops, threads, locks, and other computer science abstractions, intended to facilitate correctness and maintainability. Unlike low-level assembly languages, high-level languages have few, if any, language elements that translate directly to a machine's native opcodes. Other features, such as string handling, object-oriented programming features, and file input/output, may also be provided. A high-level language allows for source code that is detached and separated from the machine details. That is, unlike low-level languages like assembly and machine code, high-level language code may result in data movements without the programmer's knowledge. Some control of what instructions to execute is handed to the compiler.

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Object (computer science) in the context of Direct manipulation interface

In computer science, human–computer interaction, and interaction design, direct manipulation is an approach to interfaces which involves continuous representation of objects of interest together with rapid, reversible, and incremental actions and feedback. As opposed to other interaction styles, for example, the command language, the intention of direct manipulation is to allow a user to manipulate objects presented to them, using actions that correspond at least loosely to manipulation of physical objects. An example of direct manipulation is resizing a graphical shape, such as a rectangle, by dragging its corners or edges with a mouse.

Having real-world metaphors for objects and actions can make it easier for a user to learn and use an interface (some might say that the interface is more natural or intuitive), and rapid, incremental feedback allows a user to make fewer errors and complete tasks in less time, because they can see the results of an action before completing the action, thus evaluating the output and compensating for mistakes.

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Object (computer science) in the context of Literal (computer programming)

In computer science, a literal is a textual representation (notation) of a value as it is written in source code. Almost all programming languages have notations for atomic values such as integers, floating-point numbers, and strings, and usually for Booleans and characters; some also have notations for elements of enumerated types and compound values such as arrays, records, and objects. An anonymous function is a literal for the function type.

In contrast to literals, variables or constants are symbols that can take on one of a class of fixed values, the constant being constrained not to change. Literals are often used to initialize variables; for example, in the following, 1 is an integer literal and the three letter string in "cat" is a string literal:

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Object (computer science) in the context of Variable (computer science)

In high-level programming, a variable is an abstract storage or indirection location paired with an associated symbolic name, which contains some known or unknown quantity of data or object referred to as a value; or in simpler terms, a variable is a named container for a particular set of bits or type of data (like integer, float, string, etc...) or undefined. A variable can eventually be associated with or identified by a memory address. The variable name is the usual way to reference the stored value, in addition to referring to the variable itself, depending on the context. This separation of name and content allows the name to be used independently of the exact information it represents. The identifier in computer source code can be bound to a value during run time, and the value of the variable may thus change during the course of program execution.

Variables in programming may not directly correspond to the concept of variables in mathematics. The latter is abstract, having no reference to a physical object such as storage location. The value of a computing variable is not necessarily part of an equation or formula as in mathematics. Furthermore, the variables can also be constants if the value is defined statically. Variables in computer programming are frequently given long names to make them relatively descriptive of their use, whereas variables in mathematics often have terse, one- or two-character names for brevity in transcription and manipulation.

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Object (computer science) in the context of Immutable object

In object-oriented (OO) and functional programming, an immutable object (unchangeable object) is an object whose state cannot be modified after it is created. This is in contrast to a mutable object (changeable object), which can be modified after it is created. In some cases, an object is considered immutable even if some internally used attributes change, but the object's state appears unchanging from an external point of view. For example, an object that uses memoization to cache the results of expensive computations could still be considered an immutable object.

Strings and other concrete objects are typically expressed as immutable objects to improve readability and runtime efficiency in object-oriented programming. Immutable objects are also useful because they are inherently thread-safe. Other benefits are that they are simpler to understand and reason about and offer higher security than mutable objects.

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Object (computer science) in the context of Dynamic allocation

In computer science, manual memory management refers to the usage of manual instructions by the programmer to identify and deallocate unused objects, or garbage. Up until the mid-1990s, the majority of programming languages used in industry supported manual memory management, though garbage collection has existed since 1959, when it was introduced with Lisp Today, however, languages with garbage collection such as Java are increasingly popular and the languages Objective-C and Swift provide similar functionality through Automatic Reference Counting. The main manually managed languages still in widespread use today are C and C++ – see C dynamic memory allocation.

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Object (computer science) in the context of Object-oriented programming

Object-oriented programming (OOP) is a programming paradigm based on the object – a software entity that encapsulates data and function(s). An OOP computer program consists of objects that interact with one another. A programming language that provides OOP features is classified as an OOP language but as the set of features that contribute to OOP is contended, classifying a language as OOP and the degree to which it supports or is OOP, are debatable. As paradigms are not mutually exclusive, a language can be multi-paradigm; can be categorized as more than only OOP.

Sometimes, objects represent real-world things and processes in digital form. For example, a graphics program may have objects such as circle, square, and menu. An online shopping system might have objects such as shopping cart, customer, and product. Niklaus Wirth said, "This paradigm [OOP] closely reflects the structure of systems in the real world and is therefore well suited to model complex systems with complex behavior".

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Object (computer science) in the context of 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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Object (computer science) in the context of Software reuse

Code reuse is the practice of using existing source code to develop software instead of writing new code. Software reuse is a broader term that implies using any existing software asset to develop software instead of developing it again. An asset that is relatively easy to reuse and offers significant value is considered to have high reusability.

Code reuse may be achieved different ways depending on a complexity of a programming language chosen and range from a lower-level approaches like code copy-pasting (e.g. via snippets), simple functions (procedures or subroutines) or a bunch of objects or functions organized into modules (e.g. libraries) or custom namespaces, and packages, frameworks or software suites in higher-levels.

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Object (computer science) in the context of Ruby (programming language)

Ruby is a general-purpose programming language. It was designed with an emphasis on programming productivity and simplicity. In Ruby, everything is an object, including primitive data types. It was developed in the mid-1990s by Yukihiro "Matz" Matsumoto in Japan.

Ruby is interpreted, high-level, and dynamically typed; its interpreter uses garbage collection and just-in-time compilation. It supports multiple programming paradigms, including procedural, object-oriented, and functional programming. According to the creator, Ruby was influenced by Perl, Smalltalk, Eiffel, Ada, BASIC, and Lisp.

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Object (computer science) in the context of Collection (abstract data type)

In computer programming, a collection is an abstract data type that is a grouping of items that can be used in a polymorphic way.

Often, the items are of the same data type such as int or string. Sometimes the items derive from a common type; even deriving from the most general type of a programming language such as object or variant.

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Object (computer science) in the context of Name binding

In programming languages, name binding is the association of entities (data and/or code) with identifiers. An identifier bound to an object is said to reference that object. Machine languages have no built-in notion of identifiers, but name-object bindings as a service and notation for the programmer is implemented by programming languages. Binding is intimately connected with scoping, as scope determines which names bind to which objects – at which locations in the program code (lexically) and in which one of the possible execution paths (temporally).

Use of an identifier id in a context that establishes a binding for id is called a binding (or defining) occurrence. In all other occurrences (e.g., in expressions, assignments, and subprogram calls), an identifier stands for what it is bound to; such occurrences are called applied occurrences.

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Object (computer science) in the context of Attribute–value pair

A name–value pair, also known as an attribute–value pair, key–value pair, or field–value pair, is a fundamental data representation in computer systems and applications. Designers often desire an open-ended data structure that allows for future extension without modifying existing code or data. In such situations, all or part of the data model may be expressed as a collection of 2-tuples in the form <attribute name, value> with each element being an attribute–value pair. Depending on the particular application and the implementation chosen by programmers, attribute names may or may not be unique.

Common examples include JSON objects such as database records where a column maps to a stored value (e.g., usernamejohndoe), HTTP headers like Content-Type: text/html, and configuration files with settings expressed as settingType=1.

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Object (computer science) in the context of Nesting (computing)

In computing science and informatics, nesting is where information is organized in layers, or where objects contain other similar objects. It almost always refers to self-similar or recursive structures in some sense.

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Object (computer science) in the context of Pointer (computer programming)

In computer science, a pointer is an object in many programming languages that stores a memory address. This can be that of another value located in computer memory, or in some cases, that of memory-mapped computer hardware. A pointer references a location in memory, and obtaining the value stored at that location is known as dereferencing the pointer. As an analogy, a page number in a book's index could be considered a pointer to the corresponding page; dereferencing such a pointer would be done by flipping to the page with the given page number and reading the text found on that page. The actual format and content of a pointer variable is dependent on the underlying computer architecture.

Using pointers significantly improves performance for repetitive operations, like traversing iterable data structures (e.g. strings, lookup tables, control tables, linked lists, and tree structures). In particular, it is often much cheaper in time and space to copy and dereference pointers than it is to copy and access the data to which the pointers point.

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Object (computer science) in the context of Document Object Model

The Document Object Model (DOM) is a cross-platform and language-independent API that treats an HTML or XML document as a tree structure wherein each node is an object representing a part of the document. The DOM represents a document with a logical tree. Each branch of the tree ends in a node, and each node contains objects. DOM methods allow programmatic access to the tree; with them one can change the structure, style or content of a document. Nodes can have event handlers (also known as event listeners) attached to them. Once an event is triggered, the event handlers get executed.

The principal standardization of the DOM was handled by the World Wide Web Consortium (W3C), which last developed a recommendation in 2004. WHATWG took over the development of the standard, publishing it as a living document. The W3C now publishes stable snapshots of the WHATWG standard.

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Object (computer science) in the context of Object-oriented computer programming

Object-oriented programming (OOP) is a programming paradigm based on objectssoftware entities that encapsulate data and function(s). An OOP computer program consists of objects that interact with one another. An OOP language is one that provides object-oriented programming features, but as the set of features that contribute to OOP is contested, classifying a language as OOP – and the degree to which it supports OOP – is debatable. As paradigms are not mutually exclusive, a language can be multi-paradigm (i.e. categorized as more than only OOP).

Notable languages with OOP support include Ada, ActionScript, C++, Common Lisp, C#, Dart, Eiffel, Fortran 2003, Haxe, Java, JavaScript, Kotlin, Logo, MATLAB, Objective-C, Object Pascal, Perl, PHP, Python, R, Raku, Ruby, Scala, SIMSCRIPT, Simula, Smalltalk, Swift, Vala and Visual Basic (.NET).

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Object (computer science) in the context of Garbage (computer science)

In computer science, garbage includes data, objects, or other regions of the memory of a computer system (or other system resources), which will not be used in any future computation by the system, or by a program running on it. Because every computer system has a finite amount of memory, and most software produces garbage, it is frequently necessary to deallocate memory that is occupied by garbage and return it to the heap, or memory pool, for reuse.

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