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Unit 15: Object Oriented Programming { P1 M1 D1 } £8.99   Add to cart

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Unit 15: Object Oriented Programming { P1 M1 D1 }

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P1 explain the key features of object oriented programs M1 explain the importance of encapsulation, polymorphism and inheritance on object oriented programming D1 evaluate the suitability of object oriented programs for graphical applications

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  • February 26, 2021
  • 4
  • 2020/2021
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P1: Explain the key features of object-oriented programs
Objected oriented programming is a software component which has properties and
behaviour. When a program runs the objects are created and work together to perform
the programs tasks. Objected oriented program is a language structure that uses coding to
describe the types of operation that can be apply to a data structure. In objected oriented
program, there are different features that supports the modern programming.

The role of modularity of objected oriented programming is to split the objects apart into
different sections. This allows the programmers to control the separated parts of the objects
separately on their own rather than moving an entire object. This would allow the
programmer to work faster and enable the work more professionally. For example, a minor
piece of code is not working and it needs to be replaced, the programmer wouldn’t need to
get rid of all the codes as it has been split up into modules and the programmer would just
need to redo a small piece of code.

Classifying objects is a procedure that is belong to a class. The importance of a classifications
is to control the object so that the programmers can easily find an object within
programming. For example, a class in schools where the students are separated into a
particular class depending on test results.

Method is used to define object and class. Methods allows programmers to maintain and
control object in several ways. If there is more than a method in programming, the objects
have different procedures.

Discrete is a code that works on order that has been instructed to do. It is a signal that can
toggle something. For example, discrete code can be related to as a remote which contains
buttons and each button have specific instructions to complete the order such as the power
button. When the power button is pressed, it will discrete the code to toggle it on and off.

Object Identification is the given identity to the object role to fulfil a reason that is being
distinguished from other objects. It occurs when a user needs an object to do something
that is unrecognized in comparison to other objects in a software. For example, the speed
for 5 different car racing, the 5 cars race in the same speed but one if the cars slows down
which designed intentionally so would be given an identity.

Classes is detail outline for creating an object. Class is used when data is put into groups that
allows user to change and access one by one. It is also easy to keep track of the classes as it
is organised well. For example, Car is an abject and the classes of a car
is the colour, weight and methods such as brake and drive.

Message passing is when two or more objects communicate by sending and receiving
messages such as segments of code to other processes and complex data structures. To
communicate with the object, the message must specify the name of the objects and
function as well as the information to be sent.

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