Chapter 20 Further Programming

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1
Programming paradigm
a set of programming concepts
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Low level programming
programming instructions that use the computer's basic instruction set
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Imperative programming
programming paradigm in which the steps required to execute a program are set out in order in the order they need to be carried out
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OOP
a programming methodology that uses self-contained objects, which contain programming statements(methods) and data, and which communicate with eachother
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Class
a template defining the methods and data of a certain type of object
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Attributes
the data items in a class
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Method
a programmed procedure that is defined as part of a class
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Encapsulation
process of putting data and methods together as a single unit, a class
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Object
an instance of a class that is self-contained and includes data and methods
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Property
data and methods within an object that perform a named action
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Instance
an occurance of an object during the execution of a program
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Data hiding
technique which protects the integrity of an object by restricting access to the data and methods within that object
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Inheritance
process in which the methods and data from one class, a superclass or base class, are copied to another class, a derived class
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Polymorphism
feature of OOP that allows methods to be redefined for derived classes
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Overloading
feature of OOP that allows a method to be defined more than once in a class, so it can be used in different situations
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Containment(aggregation)
process by which one class can contain other classes
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Getter
a method that gets the value of a property
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Setter
a method used to control changes to a variable
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Constructor
a method used to initialise a new object
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Destructor
a method that is automatically invoked when an object is destroyed
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Declarative programming
statements of facts and rules together with a mechanism for setting goals in the form of a query
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Fact
a 'thing' that is known
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Rules
relationships between facts
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