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C++ classes. A class in C++ is a user-defined type or data structure declared with any of the keywords class, struct or union (the first two are collectively referred to as non-union classes) that has data and functions (also called member variables and member functions) as its members whose access is governed by the three access specifiers ...
In class-based programming, objects are created as instances of classes by subroutines called constructors, and destroyed by destructors. An object is an instance of a class as it can access to all data types (primitive as well as non primitive), and methods etc., of a class. Therefore, objects may be called a class instances or class objects.
User-defined data types are non-primitive types. For example, Java's numeric types are primitive, while classes are user-defined. A value of an atomic type is a single data item that cannot be broken into component parts. A value of a composite type or aggregate type is a collection of data items that can be accessed individually.
Computer-science considerations[edit] A namespace in computer science (sometimes also called a name scope) is an abstract container or environment created to hold a logical grouping of unique identifiers or symbols (i.e. names). An identifier defined in a namespace is associated only with that namespace.
If it is a class type, the copy constructor is called. If it is a scalar type, the built-in assignment operator is used. Finally, if it is an array, each element is copied in the manner appropriate to its type. By using a user-defined copy constructor the programmer can define the behavior to be performed when an object is copied. Examples
Operator overloading is syntactic sugar, and is used because it allows programming using notation nearer to the target domain [1] and allows user-defined types a similar level of syntactic support as types built into a language. It is common, for example, in scientific computing, where it allows computing representations of mathematical objects ...
In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object ( prototype-based inheritance) or class ( class-based inheritance ), retaining similar implementation. Also defined as deriving new classes ( sub classes) from existing ones such as super class or base class and then forming them into a ...
In computer science, an object can be a variable, a data structure, a function, or a method. As regions of memory, objects contain a value and are referenced by identifiers . In the object-oriented programming paradigm, an object can be a combination of variables, functions, and data structures; in particular in class-based variations of the ...