This is a type of software programming that maintains and uses many data-containing objects to carry out the desired behavior.
In contrast to procedural programming, a kind of programming that clusters events, functions, and properties with a reference object.
(abbreviation: OOP) A style of computer programming which entails building of independent pieces of code which interact with each other. For example, JAVA and C++ are object oriented programming languages.
Object oriented programming combines data structures and functions (computer directions) to create ''objects,'' making it easier to maintain and modify software.
Art of programming independent pieces of code, which are then able to interact with each other.
a design technique for writing programs. Object Oriented Programming (sometimes referred to as "OOPS") stresses the reuse of software by classification. (See Structured Programming).
A method of computer programming in which independent pieces of code are built to interact with each other. Java & c++ are object oriented programming languages.
A technique for attaching code to pieces of data (the combination called an object). Whilst this can be done with any language, it is easiest in languages that explicitly support OOP.
Programming based on objects, such as windows, input boxes, icons, menus, and graphic controls, that include data and procedures to manipulate the data.
Programming based on creating objects in class files which can be reused by other programs. For example, the Graphics class has graphics code that can be used by other programs to create such things as circles, lines, squares, or even to display text.
An approach to programming which involves the building of abstracted code objects designed to interact with each other. This is an alternative to the simpler but more common 'procedural programming method'. JAVA and C++ are examples of well known languages that often use this method.
A technology for writing programs that are made up of self-sufficient modules that contain all of the information needed to manipulate a given data structure. The modules are created in class hierarchies so that the code or methods of a class can be passed to other modules. New object modules can be easily created by inheriting the characteristics of existing classes. See: object, object oriented design.