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HyperText Markup Language (HTML) is the standard markup language used to create and design documents on the World Wide Web, allowing users to structure content with elements like headings, paragraphs, lists, links, and multimedia. HTML works in conjunction with CSS and JavaScript to build and style interactive web pages, forming the backbone of web development.
A class method is a method that is bound to the class and not the instance of the class, allowing it to access and modify class state that applies across all instances. It is defined using the @classmethod decorator and takes the class itself as its first parameter, typically named 'cls'.
An instance method is a function defined inside a class in object-oriented programming that operates on instances of the class. It has access to the instance's attributes and can modify the instance's state by using the 'self' parameter to refer to the specific object calling the method.
Object-oriented programming (OOP) is a programming paradigm centered around the concept of objects, which are instances of classes, encapsulating data and behavior together. This approach promotes code reusability, scalability, and organization through principles such as inheritance, encapsulation, polymorphism, and abstraction.
Encapsulation is a fundamental principle in object-oriented programming that involves bundling the data and the methods that operate on the data into a single unit, or class, while restricting access to some of the object's components. This concept promotes modularity and enhances security by allowing controlled access and modification of the object's state through defined interfaces, typically using access specifiers like private, protected, and public.
Polymorphism is a fundamental concept in object-oriented programming that allows objects of different classes to be treated as objects of a common superclass. This enables a single interface to represent different underlying forms (data types), enhancing flexibility and maintainability in code design.
Inheritance is a fundamental principle in object-oriented programming that allows a new class to inherit properties and behaviors from an existing class, promoting code reuse and hierarchical relationships. It also refers to the legal process through which individuals receive assets or obligations from a deceased person's estate, governed by laws and wills.
Method overloading is a feature in programming where multiple methods can have the same name with different parameters, allowing for different implementations based on the argument types or number. It enhances code readability and reusability by enabling a single method name to perform different functions depending on the input provided.
Abstraction is the process of simplifying complex systems by focusing on the high-level overview and hiding the intricate details, allowing for easier understanding and manipulation. It is a fundamental principle in computer science and software engineering, enabling developers to manage complexity and enhance code reusability.
Design patterns are reusable solutions to common problems in software design, providing a shared language for developers to communicate and solve issues efficiently. They help in creating flexible, scalable, and maintainable code by encapsulating best practices and proven strategies for specific scenarios.
Class methods in object-oriented programming are methods that are bound to the class and not the instance of the class. They can be called on the class itself, often used to create factory methods or to access class-level data that applies to all instances.
A class attribute is a variable that is shared among all instances of a class in object-oriented programming, allowing for the storage of data that is common to all objects created from the class. Unlike instance attributes, which are unique to each object, class attributes are defined within the class and accessed using the class name or an instance of the class.
Method invocation is the process of calling or executing a method in a program, which involves passing control to the method's code and optionally providing arguments. It is a fundamental aspect of object-oriented programming, enabling encapsulation, code reusability, and polymorphism.
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