2.4.8

Object-Oriented Languages

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Object-Oriented Languages

Object-oriented programming allows us to model real-world objects and manipulate them easily.

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Object-oriented programming

  • In object-oriented programming, most real-world objects, like cars, can be modelled.
  • Each object is an instance of the class. Objects contain:
    • Attributes: things we store about them e.g. the make and model of the car.
    • Methods: things the object can do e.g. starting the engine or indicating to turn.
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Classes

  • A class forms a blueprint that we can use to instantiate (create) an object.
  • A car class could be instantiated for every car ever made.
  • Each object would have the same behaviours, but slightly different values in their attributes.
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Inheritance

  • We can define a subclass from what we call the 'super class'.
    • These are sometimes known as child class and parent class.
  • In inheritance, the subclass inherits all of the attributes and methods of the superclass.
  • The subclass can have its own attributes and methods.
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Example

  • If we had a vehicle super class, we could have a subclass of car that would inherit all of the attributes and methods of the vehicle class.
  • The car subclass could add additional attributes such as colour and methods such as indicate_left that do not apply to the vehicle super class.

Jump to other topics

1Components of a Computer

2Software & Software Development

3Exchanging Data

4Data Types, Data Structures & Algorithms

5Legal, Moral, Cultural & Ethical Issues

6Elements of Computational Thinking

6.1Thinking Abstractly

6.2Thinking Ahead

6.3Thinking Procedurally

6.4Thinking Logically

6.5Thinking Concurrently

7Problem Solving & Programming

8Algorithms

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