In Object Oriented Programming (OOP) is like creating characters in a game. Each character has its own look and conduct, just like people in your family. You have your appearance and the effects you do, and your parents have their own. So, in OOP, we concentrate on organizing and describing these characters( objects) and what they can do rather than just letting them know what they do.
Introductory OOP Terms:
Class:-
Imagine a class as a design or a set of instructions. It's like a form for creating commodities. Just like a form for incinerating a cutlet tells you what constituents to use, how to mix them, and how long to singe, a class in programming tells the computer what data( like names and figures) and functions( like conduct or tasks) an object should have.
Objects:-
Now, an object is like the factual thing you produce using that plan or design( the class). It's like a real canine, not just an idea of a canine. When you produce an object from a class, you give its specific information and capacities grounded on what the class defines.
In object- acquainted programming( OOP), a class is the plan or form, and an object is the factual thing you make grounded on that plan.
Features of OOP:-
Encapsulation:
Encapsulation is like putting everything related to an object in a box( a class). This box includes information( data) about the object and conduct( functions) that the object can do.
Heritage:
Heritage is about making new effects grounded on old effects. It's like creating a new game using rules from a game you formerly know. You can make a" Superhero" class and also make sorts like" Superman" and" Spider- Man" that inherit their special powers from the" Superhero" class.
Polymorphism:
Polymorphism is like having one remote control for different bias. It's about using the same instructions for different effects, but those effects can do what makes sense for them. For illustration, suppose about a" Pet" class. Pet can have different types, like" Canine" and" Fish". Both can have a system called" feed", but for a canine, it means giving them food, while for a fish, it means putting fish food in their tank.
Abstraction:
Abstraction is like using a videotape game regulator without demanding to know how every button works outside. You just concentrate on playing the game. It makes effects simpler and easier to understand.
Modularity:
OOP promotes modularity by dividing large programs into lower, tone- contained objects and classes. This modular approach enhances law association, reusability, and maintainability.
Communication Passing:
In OOP, objects communicate by transferring and entering dispatches. Objects can request other objects to perform specific conduct or give information, enhancing commerce and collaboration.
Data Hiding:
OOP allows you to control the visibility and availability of data within objects. You can define private and public data members, icing that certain information is only accessible through specific styles.
Real- World Modelling:
OOP encourages modeling software grounded on real- world generalities and connections. It allows inventors to collude real- world realities to software objects, making law more intuitive and nearly aligned with the problem sphere.
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