Utilisateur
A blueprint of the properties and behaviours of an object.
A representation of a real world entity
A method which is automatically called when an object of a class has been instantiated
Where a subclass inherits the attributes and behaviours from a parent (super) class
Joins together attributes and methods to manipulate data. It does this so data is protected.
Something that ooccurs in many different forms
Advantages - Classes and objects promote a lot of code reuse
- Allows new classes to extend old ones reducing duplication of code
Disadvantages - Can be complicated to learn due to many concepts e.g. inheritance, encapsulation, polymorphism etc.
Advantages: Easy to understand
- Its quicker to write smaller programs as you don't need to define classes ond objects
Disadvantages: There's more code repetition (even with subroutines)