| Class |
Class is the code segment used to create an object as a design blueprint. It describes the features of an object, the attributes of the object, the tasks of using the object, and the responses of the event! |
| Object |
An object is an instance of a class. It is usually created by calling a constructor of the class! |
| Method |
A method is a function defined in a class. Generally, a method describes an operation that an object can perform! |
| Attribute |
An attribute is a variable defined in a class. A Class Attribute highlights the nature or state of an object. In some cases, the user of the object may not be allowed to change certain attributes of the object, because the creator of the class has defined that those attributes cannot be changed by the user. For example, you can only know that I am a boy, but you cannot change it! |
| Event |
An event is an object method caused by an external action. It can be associated with user behavior (such as clicking a Button) or system behavior. |
| Constructor |
Constructor is a special method called to create an object. In VB, object creation is achieved through the process of creating a new name in a given class! |
| Destructor |
Destructor is a special method called when an object is released. In VB, We must override the Dispose method of the base class to compile the destructor. However, because CLR automatically collects garbage, it is seldom necessary to explicitly call the destructor in managed code. Then, when running resources outside the CLR (such as devices, file handles, and network connections), you should call the Dispose method to ensure the computer's performance! |
| Rewrite |
Rewriting is an object-oriented concept. It specifies that a derived class can create different implementation codes of a method of its base class. In fact, it completely overrides the operations performed by this method in the base class! |
| Interface |
An interface is a convention that defines the structure of methods, attributes, time, and indexer. Instead of directly creating an object from an interface, we must first create a class to implement the features defined by the interface! |
| Encapsulation |
Encapsulation is a concept that aggregates methods, attributes, and events into a unified class, and shield users from the details. An example of the encapsulation is a car. We operate the car by operating the steering wheel, brakes, and acceleration. A good package does not require us to consider fuel injection and flow issues. |
| Heavy Load |
It specifies that a method can have many different interfaces, but the method name is the same. |
| Inheritance |
An inherited class is an extension of the inherited class. Inheritance is the mechanism by which child classes automatically share the data structures and methods of parent classes. This is a relationship between classes. when defining and implementing a class, you can base an existing class, take the content defined by this existing class as your own content, and add some new content. |
| Polymorphism |
It specifies that the same function can be implemented differently for different objects. For example, an Add method can be used to Add and sum integers or to connect strings! |