Oriented-object Programming Glossary
Oriented-object Programming
Oriented-object programming is a way to structure code and to process solutions of problems. It is very helpful to create a code more readable and more organized. It can also be more performant for certain application than other methods. This glossary consists of all the most used therms in OOP.
- Abstraction
- noun
- The ability to represent a complex reality in terms of a simplified model. Abstraction is not limited to OOP.
- Example: We can use ABSTACT variables in interface.
- en: Abstraction
- Aggregation
- noun
- A relationship in which an object contains one or more other subordinate objects as part of its state.
- Example: An AGGREGATION of the dog class and the cat class is the time for the domestic animal attribute of the master class.
- en: Agrégation
- Application
- noun
- designed to meet a specific set of needs. Often used simply as a synonym for program.
- Example: My APPLICATION will put a notification on your screen when your dog will get old.
- en: Application
- Array
- noun
- A fixed-size object that can hold zero or more items of the array's declared type.
- Example: In my ARRAY of dog, I have dog1, dog2 and dog3. To access them, I need there location in the array. Dog1 is first, so it's dog_array[0].
- en: Tableau

- Attribute
- noun
- A piece of information which determines the properties of a field or tag in a database or a string of characters in a display.
- Example: My dog class as many ATTRIBUTES like name and age.
- en: Attribut
- Class
- noun
- In object-oriented programming, a class is a blueprint for creating objects (a particular data structure), providing initial values for state (member variables or attributes), and implementations of behavior (member functions or methods).
- Example: A dog CLASS is created and have variables : name, age, weight, height, etc. This CLASS also have a method called is_old() when the age of the dog exceeds 12.
- en: Classe
- Constructor
- noun
- A subroutine designed to create an object in a particular class.
- Example: The CONSTRUCTOR of the class dog can be dog(name, age). With that form, it takes a name and an age to create a dog.
- en: Constructeur

- Encapsulation
- noun
- The ability to "hide" the implementation and the data stored in an object.
- Example: Using private variable, you ENCAPSULATE them from other blocs of code.
- en: Encapsulation
- Inheritance
- noun
- It is used to define relationship between two class, which a child class occurs all the properties and behaviors of a parent class.
- Example: The class dog INHERITE of the interface animal.
- en: Héritage
- Instance
- noun
- An instance, in object-oriented programming (OOP), is a specific realization of any object. An object may be varied in a number of ways. Each realized variation of that object is an instance.
- Example: We can create an INSTANCE of the dog class called dog1. Now we can define the attributes of the instance that come from the class ; we can name him Bob, he weighs 15 pounds, he is 14 years old and become of that, he is old (the methods is_old() return true).
- en: Instance

- Interface
- noun
- Interfaces specify what a class must do. It is the blueprint of the class. It is used to achieve total abstraction.
- Example: We construct an INTERFACE animal with abstract attributes name and age, and with an abstract method is_old(). Everything in this INTERFACE is empty, but a class relative to this INTERFACE, like the class dog, now is forced to have the attributes name and age, and a method called is_old().
- en: Interface
- Method
- noun
- This is when code is defining many actions or behaviors of the class.
- Example: is_old() is a METHOD of the dog class.
- en: Méthode
- Object
- noun
- In object-oriented programming, a class is a blueprint for creating objects (a particular data structure), providing initial values for state (member variables or attributes), and implementations of behavior (member functions or methods).
- Example: From the dog class, we can create dog OBJECTS. They will be able to access the dog class variables and methods. So, the dogs created will be able to have a name, an age, a weight, a height, and we will be able to tell if they are old with the function is_old().
- en: Objet

- Polymorphism
- noun
- It is an ability of object to behave in multiple forms.
- Example: The most common use of POLYMORPHISM is Java, when a parent class reference type of variable is used to refer to a child class object.
- en: Polymorphisme
- Type
- noun
- The type is a quality of data that defines the possible values the data may have.
- Example: In my dog class, the attribute name is of TYPE string, and the age attribute is of TYPE integer.
- en: Type