1. Polymorphism: a term used in object-oriented design to refer to the use of operations of the same name for a variety of purposes.
2. Inheritance: a term used in object-oriented design to refer to data and operations from the parent class used by its child classes.
3. Class: a template or pattern that defines the basic attributes, relationships and operations available to its objects.
4. Object: a container for a set of data and operations that act on this set.
5. Operation overriding: a term used in object-oriented design to refer to the situation in which a parent class provides an operation, but the inheriting child class defines its own version of that operation.
6. Overloading: a term used in object-oriented design to refer to operations in single class that have the same name. For example, two methods have the same name but different parameters.
7. Object-oriented design: a methodology that views the system as a collection of interacting objects, rather than functions, whose internal structure is hidden from the user.
8. Attribute: a characteristic or property of an object.
9. Accessor: a name for an operation that retrieves or "get" the value of an attribute.
10. Constructor: a set of instructions that creates an object and initialises its attributes.
11. Mutator: a name for an operation that provides or "sets" the value of an attribute.
12. Operation: a set of services that an object can perform.
13. Procedure-driven design: a design methodology based on the idea that the most important feature of a program is its processes or functions.
14. Data-driven design: a design methodology based on the idea that the data in a program is more stable than the processes involved.
15. Event-driven design: a design methodology based on the idea that an event can cause a program to change from one known state to another.
References
1. Lesley Anne Robertson, "Simple program design", 5th Ed, Thomson Learning, 2006.
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