what is defintion for inheritance in programming (Explain Briefly)?
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Basically, you have one structure with some functions definitions and/or variables.  Then you make another structure that inherits the functions and varaibles from the 1st structure.  This new struture can have new variables and functions as well.  Some of this is language dependent.
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If you've never used an object-oriented language before, you need to understand the underlying concepts before beginning to write code. You need to know what an object is, what a class is, how objects and classes are related, and how objects communicate by using messages. The first few sections of this chapter describe the concepts behind object-oriented programming. The last section shows how these concepts translate into code. \nWhat Is an Object?\nAn object is a software bundle of related variables and methods. Software objects are often used to model real-world objects you find in everyday life. \nWhat Is a Message?\nSoftware objects interact and communicate with each other using messages. \nWhat Is a Class?\nA class is a blueprint or prototype that defines the variables and the methods common to all objects of a certain kind. \nWhat Is Inheritance?\nA class inherits state and behavior from its superclass. Inheritance provides a powerful and natural mechanism for organizing and structuring software programs. \nWhat Is an Interface?\nAn interface is a contract in the form of a collection of method and constant declarations. When a class implements an interface, it promises to implement all of the methods declared in that interface. \nHow Do These Concepts Translate into Code?\nThis section looks at a small applet, and shows you the code that creates objects, implements classes, sends messages, establishes a superclass, and implements an interface.
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Final just means that the method (or variable) it refers to cannot be modified on s subclass. It is actually redundant on a static anyway because statics are never part of an oject instance.
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Never, never, never do this. Never. Never! \n\nAttempting to hide (eliminate, revoke, privatize) inherited public member functions is an all-too-common design error. It usually stems from muddy thinking.
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In object-oriented programming languages with multiple inheritance, the diamond problem is an ambiguity that arises when two classes B and C inherit from A, and class D inherits from both B and C. If a method in D calls a method defined in A, which class does it inherit from, B or C?\n\n\n\nIt is called the 'diamond' problem because of the shape of the class inheritance diagram in this situation. Class A is at the top, both B and C separately beneath it, and D joins the two together at the bottom to form a diamond shape.\n\nDifferent programming languages have addressed this problem in different ways:\n\nC# / Java only allow single inheritance, but as a compromise allow the multiple inheritance of interfaces. Interfaces are essentially abstract base classes with all abstract methods and no data members. C# (and other .NET languages that allow interface definition) also allows property defintions to exist at the interface level. \nC++ by default follows each inheritance path separately, so a D object would actually contain two separate A objects, and uses of A's members have to be properly qualified. If the inheritance from A to B and the inheritance from A to C are both marked "virtual" ("class B : virtual A"), C++ takes special care to only create one A object, and uses of A's members work correctly. If virtual inheritance and nonvirtual inheritance are mixed, there is a single virtual A and a nonvirtual A for each nonvirtual inheritance path to A. \nEiffel handles this situation by a select and rename directives, where the ancestors' methods to use in a descendant are explicitly specified. This allows to share the methods of the base class between its descendants or even to give each of them a separate copy of the base class. \nPerl and Io handle this by specifying the inheritance classes as an ordered list. In the above ambiguity, class B and its ancestors would be checked before class C and its ancestors, so the method in A would be inherited through B. \nPython had to deal with this upon the introduction of new-style classes, all of which have a common ancestor, object. Python creates a list of the classes that would be searched in left-first depth-first order (D, B, A, C, A) and then removes all but the last occurrence of any repeated classes. Thus, the method resolution order is: D, B, C, A. \nThe diamond problem is not limited to inheritance. It also seems to arise when header files A, B, C, and D "#include" one another in a diamond as above and separate precompiled headers are created from B and C. If these two precompiled headers are combined, declarations in A are duplicated; the "#ifndef" convention (see the header file article) is ineffective
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A collection in any language is a container that will hold other objects.  Examples of container classes in Java are List, Map, Set.  These are actually implemented as interfaces, they just define the basic methods that are expected for each of the different types of collections.  Concrete implementations for each of these interfaces would be HashSet, ArrayList, LinkedList, HashMap, TreeMap, TreeSet (there are others, but these are the most popular).\n\nThe simple answer to your question in regards to whether an interface and a class are the same is NO.  An interface is a definition of methods.  A class is an implemetation of those and probably other methods.  The syntax for this in Java would look like:\n\nclass X implements Y\n\nWhere X is the implemetation of the Y interface.  That is exactly how the collection classes are implemented in the JDK, the class declaration for ArrayList follows:\n\npublic class ArrayList<E> extends AbstractList<E>\n        implements List<E>, RandomAccess, Cloneable, java.io.Serializable\n\nNow, keep in mind that you CAN use an interface to access an instance of a class (an object).  For example:\n\nList myList = new ArrayList();\n\nList is an interface, ArrayList is a class.  Actually this is the intention of interfaces, separation of model and implementation. You could use a LinkedList in your code if you wrote your code this way just by changing the line that declares myList and no other code would have to be touched:\n\nList myList = new LinkedList();
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try this\n\nhttp://en.wikipedia.org/wiki/Java_programming_language
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It's a recursive function that's not primitive recursive.\n\nIt grows extremely fast.  See the Wikipedia entry.
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object-oriented programming, a virtual function or virtual method is a function whose behavior, by virtue of being declared "virtual", is determined by the definition of a function with the same signature furthest in the inheritance lineage of the instantiated object on which it is called. This concept is a very important part of the polymorphism portion of object-oriented programming (OOP).\n\n\nThe concept of the virtual function solves the following problem:\n\nIn OOP when a derived class inherits from a base class, an object of the derived class may be referred to (or cast) as either being the base class type or the derived class type. If there are base class functions overridden by the derived class, a problem then arises when a derived object has been cast as the base class type. When a derived object is referred to as being of the base's type, the desired function call behavior is ambiguous.\n\nThe distinction between virtual and not virtual is provided to solve this issue. If the function in question is designated "virtual" then the derived class's function would be called (if it exists). If it is not virtual, the base class's function would be called.
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According to Object Oriented Design, you really shouldn't expose class properties directly. The task you're trying to accomplish can be done by using accessors with no Set method, ie. in this way:\n\nnamespace abc\n{\npublic class AbcData\n{\nprivate const string str = "xyz";\n\npublic string AbcString\n{\n   get { return str; }\n}\n}\n\n}\n\nIn this way, you're hiding str, and exposing it using the Get Accessor method.
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"A" is an inaccessible base of "B", i.e. while constructing "B" instance, it is impossible to access private "A" constructor. Change inheritance to "protected"!
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Object Oriented is one methodology (or way) to design a software application.  By object oriented, it is meant that software modules are designed to resemble the way the world works.  For example, a program module that is used as a bill of lading would be created to keep all the data and functions associated with a real bill of lading.  It would "know" the address to ship to, items on the packing list, address of the shipper and all the other details on a real bill of lading.  It would also be capable of functions called methods that are used to collect, store and pass on this information to entities that need it whether they are human users or other objects in an application that need the information to "be" what they are and do what they do.
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What about Java?  What are you asking?\n\nI am not programmed to respond in that area.
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A PRIVATE member can NOT be accessed extrenally and can NOT be accessed by a derived class.\n\nA PROTECTED member can NOT be accessed extrenally BUT CAN be accessed by a derived class.
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http://en.wikipedia.org/wiki/Aspect_oriented_programming\n\nWikipedia wins again!
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You probably should be asking what are objects and how can they benefit a programmer?\n\nAn object describes something tangible, and provides you with the possible interactions to that object.\n\nAs an example: If you want to create a telephone object you would create the object and provide all the possible feature that descrivbe the telephone:\n\nColor, Rotary or Button, The Buttons themselves - including hold, redial, whatever extra buttons you want\n\nThe description gets as complicated as your task\n\nThen in the object you provide it with the interactions you want.\nIf you wnat an interaction for each button you can.  Or if you just want interaction with your special buttons and an interaction to Dial a number you can set these interactions up anyway you want.\n\nThe advantage to a programmer:\n1) all code for a phone is in one place.\n2) you can create multiple phone that look and work differently based upon your description:\n\nPhone Rotary = new Phone(true,"Black");\nPhone PushButton = new Phone(false,"White");\nPushButton.HasHold = true;\n\nSince you wrote the code in phone to handle dialing a number you could do:\n\nRotary.Dial("555.123.4567");\nPushButton.Dial("555.123.4567");\n\nIf the dialing feature doesn't work you just go to one place to fix it and you're done.\n\n\nI've been using object-oriented programming for over 5 years, if you want to discuss it more in depth feel free to email me.
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Nobody is going to do your homework for you. \n\nIf you're supposed to write code examples that illustrate how two comparable programs might look, then do this. Write some simple programs in C, and then re-write the same program in C++ but put the functions your void main calls in a class and instantiate the class.