Object-oriented programmingObject-Oriented Programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or properties), and the code is in the form of procedures (often known as methods). A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as or used to refer to the current object.
Object lifetimeIn object-oriented programming (OOP), the object lifetime (or life cycle) of an object is the time between an object's creation and its destruction. Rules for object lifetime vary significantly between languages, in some cases between implementations of a given language, and lifetime of a particular object may vary from one run of the program to another. In some cases, object lifetime coincides with variable lifetime of a variable with that object as value (both for static variables and automatic variables), but in general, object lifetime is not tied to the lifetime of any one variable.
C++11C++11 is a version of the ISO/IEC 14882 standard for the C++ programming language. C++11 replaced the prior version of the C++ standard, called C++03, and was later replaced by C++14. The name follows the tradition of naming language versions by the publication year of the specification, though it was formerly named C++0x because it was expected to be published before 2010. Although one of the design goals was to prefer changes to the libraries over changes to the core language, C++11 does make several additions to the core language.
Interface (object-oriented programming)In object-oriented programming, an interface or protocol type is a data type that acts as an abstraction of a class. It describes a set of method signatures, the implementations of which may be provided by multiple classes that are otherwise not necessarily related to each other. A class which provides the methods listed in a protocol is said to adopt the protocol, or to implement the interface. If objects are fully encapsulated then the protocol is the only way in which they may be accessed by other objects.
Inheritance (object-oriented programming)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. 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.
Function overloadingIn some programming languages, function overloading or method overloading is the ability to create multiple functions of the same name with different implementations. Calls to an overloaded function will run a specific implementation of that function appropriate to the context of the call, allowing one function call to perform different tasks depending on context. For example, and are overloaded functions. To call the latter, an object must be passed as a parameter, whereas the former does not require a parameter, and is called with an empty parameter field.
Object-oriented designObject-oriented design (OOD) is the process of planning a system of interacting objects for the purpose of solving a software problem. It is one approach to software design. An object contains encapsulated data and procedures grouped together to represent an entity. The 'object interface' defines how the object can be interacted with. An object-oriented program is described by the interaction of these objects. Object-oriented design is the discipline of defining the objects and their interactions to solve a problem that was identified and documented during object-oriented analysis.
Object (computer science)In computer science, an object can be a variable, a data structure, a function, or a method. As regions of memory, objects contain a value and are referenced by identifiers. In the object-oriented programming paradigm, an object can be a combination of variables, functions, and data structures; in particular in class-based variations of the paradigm, an object refers to a particular instance of a class. In the relational model of database management, an object can be a table or column, or an association between data and a database entity (such as relating a person's age to a specific person).
Attribute (computing)In computing, 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.
Method (computer programming)A method in object-oriented programming (OOP) is a procedure associated with an object, and generally also a message. An object consists of state data and behavior; these compose an interface, which specifies how the object may be used. A method is a behavior of an object parametrized by a user. Data is represented as properties of the object, and behaviors are represented as methods. For example, a Window object could have methods such as open and close, while its state (whether it is open or closed at any given point in time) would be a property.
C++C++ ('si:_plVs_plVs, pronounced "C plus plus" and sometimes abbreviated as CPP) is a high-level, general-purpose programming language created by Danish computer scientist Bjarne Stroustrup. First released in 1985 as an extension of the C programming language, it has since expanded significantly over time; modern C++ currently has object-oriented, generic, and functional features, in addition to facilities for low-level memory manipulation.
Syntax highlightingSyntax highlighting is a feature of text editors that is used for programming, scripting, or markup languages, such as HTML. The feature displays text, especially source code, in different colours and fonts according to the category of terms. This feature facilitates writing in a structured language such as a programming language or a markup language as both structures and syntax errors are visually distinct.
Parameter (computer programming)In computer programming, a parameter or a formal argument is a special kind of variable used in a subroutine to refer to one of the pieces of data provided as input to the subroutine. These pieces of data are the values of the arguments (often called actual arguments or actual parameters) with which the subroutine is going to be called/invoked. An ordered list of parameters is usually included in the definition of a subroutine, so that, each time the subroutine is called, its arguments for that call are evaluated, and the resulting values can be assigned to the corresponding parameters.
Syntax (programming languages)In computer science, the syntax of a computer language is the rules that define the combinations of symbols that are considered to be correctly structured statements or expressions in that language. This applies both to programming languages, where the document represents source code, and to markup languages, where the document represents data. The syntax of a language defines its surface form. Text-based computer languages are based on sequences of characters, while visual programming languages are based on the spatial layout and connections between symbols (which may be textual or graphical).
Type classIn computer science, a type class is a type system construct that supports ad hoc polymorphism. This is achieved by adding constraints to type variables in parametrically polymorphic types. Such a constraint typically involves a type class T and a type variable a, and means that a can only be instantiated to a type whose members support the overloaded operations associated with T.
File attributeFile attributes are a type of meta-data that describe and may modify how and/or in a behave. Typical file attributes may, for example, indicate or specify whether a file is visible, modifiable, compressed, or encrypted. The availability of most file attributes depends on support by the underlying filesystem (such as , NTFS, ext4) where attribute data must be stored along with other control structures. Each attribute can have one of two states: set and cleared. Attributes are considered distinct from other metadata, such as dates and times, s or .
Extended file attributesExtended file attributes are features that enable users to associate s with metadata not interpreted by the filesystem, whereas regular attributes have a purpose strictly defined by the filesystem (such as or records of creation and modification times). Unlike , which can usually be as large as the maximum file size, extended attributes are usually limited in size to a value significantly smaller than the maximum file size.
ConstructionConstruction is a general term meaning the art and science to form objects, systems, or organizations, and comes from Latin constructio (from com- "together" and struere "to pile up") and Old French construction. To construct is the verb: the act of building, and the noun is construction: how something is built, the nature of its structure. In its most widely used context, construction covers the processes involved in delivering buildings, infrastructure, industrial facilities, and associated activities through to the end of their life.
Construction managementConstruction management (CM) is a professional service that uses specialized, project management techniques and software to oversee the planning, design, construction and closeout of a project. The purpose of construction management is to control the quality of a project's scope, time / delivery and cost—sometimes referred to as a project management triangle or "triple constraints." CM is compatible with all project delivery systems, including design-bid-build, design-build, CM At-Risk and Public Private Partnerships.
Construction engineeringConstruction engineering, also known as construction operations, is a professional subdiscipline of civil engineering that deals with the designing, planning, construction, and operations management of infrastructure such as roadways, tunnels, bridges, airports, railroads, facilities, buildings, dams, utilities and other projects. Construction engineers learn some of the design aspects similar to civil engineers as well as project management aspects.