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Model: Abstraction of an entity in the real world that leaves out unnecessary detail
Pseudo random numbers used so an experiment can be repeated
Imperative programming: - sequences of instructions executed in the order the programmer designed - manipulates variables and data structures
Functional Programming:- defines mathematical functions
Logic programming: - knowledge base built up of facts and rules- inference engine uses knowledge base to answer queries
Event driven programming: subroutines are executed in response to events such as button presses system loop runs until the program is closed and monitors for events if more than one event occurs events are queued and dealt with in turn
Object-oriented programming:- routines and data they operate on combined into a class- data items known as fields properties- routines that operate on data known as methods- Object: an instance of a class- Instantiation: defining an object based on a class- new classes can be based on an existing class- new class inherits all fields and methods from the existing class and new field and methods specific to the class can be declared- new class is known as a subclass or derived class- existing class is known as the superclass or parent class- Class definition: a pattern or template that can be used to create objects of that class- Encapsulation: combining a record with the procedures and functions that manipulate it to form a new class
Programming paradigms
Simulation
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