Class |
Class as a design blueprint to create an object's code snippet, which describes the characteristics of the object, what attributes it has, how to use the object to accomplish some tasks, how he responds to the event, and so on! |
Object |
An object is an instance of a class, usually created by calling a constructor of a class! |
Method |
A method is a function defined in a class, in general, a method that describes an action that an object can perform! |
Property |
A property is a variable defined in a class, and the properties of the class highlight the nature or state of the object. In some cases, the user of an object may not be allowed to alter certain properties of the object, because the creator of the class has specified that those properties cannot be changed by the consumer. This is like you can only know I am a boy, but you have no way to change! |
Events |
An event is an object method that is raised by an external behavior. He can be associated with user behavior, such as clicking a button, or system behavior. |
Constructors |
Constructors are special methods that are invoked to create objects, and in VB, objects are created by creating a process named New in a given class! |
destructor |
A destructor is a special method that is invoked when an object is disposed, and in VB, in order to write destructors, we must override the Dispose method of the base class. However, because the CLR is automatically garbage collected, it is rarely necessary to explicitly invoke destructors in the managed code. Then, when you run resources outside the CLR (such as devices, file handles, network connections, and so on), you should call the Dispose method to ensure the computer's performance! |
rewrite |
Overriding is an object-oriented concept that stipulates that a derived class can create different implementation codes for a method of its base class. In fact, it completely rewrites the actions that the method performs in the base class! |
Interface |
An interface is a convention that defines the structure of methods, properties, times, and indexers. We cannot create objects directly from an interface, but we must first implement the features defined by the interface by creating a class! |
Encapsulation |
Encapsulation is a concept that is meant to centralize methods, attributes, events into a unified class, and to mask the details of the user in one example is the car-we operate the car by manipulating the steering wheel, braking and speeding. Good encapsulation does not require us to consider fuel injection, flow problems, etc. |
Overload |
He stipulates that a method can have many different interfaces, but the name of the method is the same. |
inherited |
An inheriting class is an extension to an inherited class. Inheritance is the mechanism by which subclasses automatically share data structures and methods of the parent class, this is a relationship between classes that, when defining and implementing a class, can be done on the basis of an already existing class, taking the content defined by the existing class as its own content and adding a few new things. |
polymorphic |
It stipulates that one of the same functions can have different implementations for different objects. For example, an Add method that can perform the addition and summation of integers, and can also perform concatenation of strings! |