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Object Oriented Programming.
Class: A class is a general specification of a set of objects that defines their common structure (data), behaviour (methods) and relationships. For example Object: An object is an abstraction or simulation of physical things such as people and machines or intangible things such as events or processes that captures their characteristics and behaviour. An object has state, behaviour and identity e.g. Persistence: Persistence allows the state of the object to be saved to non-volatile storage such as a file or database and later restored even though the original creator of the object no longer exists. An example would be Encapsulation: This is a modelling and implementation technique, known as information hiding, which separates the external aspects of an object from the internal implementation details of the object e.g. Inheritance: Inheritance is a relationship between classes where one class is a parent of another. It implements “is a” relationships between objects. Inheritance takes advantage of the commonality amongst objects to reduce complexity. One class inherits part or all of the public description of another base class and instances inherit all the properties and methods of the classes which they contain e.g. Polymorphism: A concept in type theory according to which a name (such as a variable declaration) may denote objects of many different classes that are related by some common super-class. Thus any object denoted by this name is able to respond to some common set of operations in different ways. For example Object Oriented Life Cycle: The OO Life Cycle of a software development project can have several incremental steps.
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