Object-Oriented Programming (OOP)

Understand OOP principles such as classes, inheritance, and encapsulation.

Sample Cards

Object-Oriented Programming (OOP)

A programming paradigm based on the concept of "objects," which can contain data and code.

Class

A blueprint for creating objects that defines their properties and methods.

Object Instantiation

The process of creating an instance of a class.

Inheritance

A principle that allows a class to inherit properties and methods from another class.

Polymorphism

The ability of different classes to be treated as instances of the same class through a common in...

Encapsulation

The concept of restricting access to some of an object's components.

Class Variables

Variables that are shared by all instances of a class.

Instance Variables

Variables that are unique for each instance of a class.

Object-Oriented Programming (OOP) Flashcards

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Object-Oriented Programming (OOP)

A programming paradigm based on the concept of "objects," which can contain data and code.

A programming paradigm based on the concept of "objects," which can contain data and code.

Object-Oriented Programming (OOP)

Class

A blueprint for creating objects that defines their properties and methods.

A blueprint for creating objects that defines their properties and methods.

Class

Object Instantiation

The process of creating an instance of a class.

The process of creating an instance of a class.

Object Instantiation

Inheritance

A principle that allows a class to inherit properties and methods from another class.

A principle that allows a class to inherit properties and methods from another class.

Inheritance

Polymorphism

The ability of different classes to be treated as instances of the same class through a common interface.

The ability of different classes to be treated as instances of the same class through a common interface.

Polymorphism

Encapsulation

The concept of restricting access to some of an object's components.

The concept of restricting access to some of an object's components.

Encapsulation

Class Variables

Variables that are shared by all instances of a class.

Variables that are shared by all instances of a class.

Class Variables

Instance Variables

Variables that are unique for each instance of a class.

Variables that are unique for each instance of a class.

Instance Variables

Abstract Classes

A class that cannot be instantiated and is meant to be subclassed by other classes.

A class that cannot be instantiated and is meant to be subclassed by other classes.

Abstract Classes

Interfaces

Defines a contract for classes, specifying what methods the class should implement.

Defines a contract for classes, specifying what methods the class should implement.

Interfaces

Constructors

A special method used to initialize a newly created object.

A special method used to initialize a newly created object.

Constructors

Destructors

A special method that is called when an object is destroyed.

A special method that is called when an object is destroyed.

Destructors

Method Overloading

Having multiple methods in the same class with the same name but different parameters.

Having multiple methods in the same class with the same name but different parameters.

Method Overloading

Method Overriding

When a child class provides a specific implementation of a method that is already defined in its parent class.

When a child class provides a specific implementation of a method that is already defined in its parent class.

Method Overriding

Composition

A way to combine simple objects or data types into more complex ones.

A way to combine simple objects or data types into more complex ones.

Composition

Aggregation

A type of association in which one class belongs to a collection. This is a part of a whole hierarchy where a part can exist independently of the whole.

A type of association in which one class belongs to a collection. This is a part of a whole hierarchy where a part can exist independently of the whole.

Aggregation

Association

A relationship between two classes that allows one object instance to cause another to perform an action on its behalf.

A relationship between two classes that allows one object instance to cause another to perform an action on its behalf.

Association

Design Patterns

General, reusable solutions to common problems in software design.

General, reusable solutions to common problems in software design.

Design Patterns

SOLID Principles

Five principles of object-oriented programming and design to make software more understandable, flexible and maintainable.

Five principles of object-oriented programming and design to make software more understandable, flexible and maintainable.

SOLID Principles

UML Diagrams

Visual modeling techniques to help in the comprehension and communication of the functionality of a system.

Visual modeling techniques to help in the comprehension and communication of the functionality of a system.

UML Diagrams

Interfaces in OOP

Define a contract for classes, specifying what methods the class should implement.

Define a contract for classes, specifying what methods the class should implement.

Interfaces in OOP

Testing in OOP

Process of checking the functionality of an application to ensure it performs as designed.

Process of checking the functionality of an application to ensure it performs as designed.

Testing in OOP

Frameworks and Libraries in OOP

Collections of pre-written code to be used as a tool helping to manage the complexity of application development.

Collections of pre-written code to be used as a tool helping to manage the complexity of application development.

Frameworks and Libraries in OOP

Encapsulation in OOP

The principle of bundling the data and methods that operate on the data within one unit.

The principle of bundling the data and methods that operate on the data within one unit.

Encapsulation in OOP

Code Maintenance in OOP

The ability to easily manage and modify a working system.

The ability to easily manage and modify a working system.

Code Maintenance in OOP

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