Eg If we consider a car which has lot of parts such as wheels steering DVD player etc.
We need to know how to use it. We need not know what is the
structure of all these parts to buy and drive a car.
Another eg is Television. The Television has lot of properties and behavoiurs like height width displayOn,displayOff etc and also it has chips and internal wires which enables the television's functions.
But for working the Television we don't need to know these internal things.
An interrupt is a mechanism for hardware of software to interrupt the processor to go do something else. Playing music is a much higher level abstraction, and it is not valid to ask what is the interrupt to play music, partly because it depends on the specific hardware implementation.
Event driven programming is just that, the code does not get executed until an event happens. A good example is a visual basic program, when you click on a button, the code for the button gets executed, but in any other case that code is never touched by the program. Structured programming is different, A DOS programming environment called QBasic is a great example of this. You write a program and it goes through every single line of code before either looping back to the beginning or exiting. when it gets to the end, it checks to see if a variable contains a certain value, if it does it exits, otherwise it loops. Hope this helps, and my definitions of each are accurate.
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Over the years of AI development - The branches including AI as its foundation have bloated a lot but to name 5 of them:Learning,Planning and Reasoning in MachinesGenetic ProgrammingPattern , Object , Character , Voice - RecognitionKnowledge RepresentationOntology
Classes are the integral part of the all-important programming paradigm known as Object-Oriented Programming(OOP). In OOP, a programming problem is perceived as a problem in a real-life scenario, as an interaction between objects. The problem is tackled by having a system of interacting objects, that interact among themselves to solve the programming problem. Objects in OOP bear semblance to real-life objects. Classes serve as templates for the creation of objects of the same type. For instance, students may be thought to be objects of the human-being class, cars may be thought to be objects of the Automobile class. Classes are defined as collection of methods(functions) and data members(variables), additionally defined by scope rules. In addition, classes also achieve the OOP principles of encapsulation, abstraction, polymorphism and inheritance. Encapsulation refers to binding data and code together, with data controlling access to code. Abstraction refers to the hiding the implementation details of a class from outside functions and exposing only necessary details. Polymorphism refers to the scenario when a class can play more than one role. Inheritance is used when one or more classes must include properties of another set of classes, and also have properties of their own.
[object Object]
The direct object is "play".
TEAM WORK for result oriented performance.
[object Object]
of course
It slows the object down.
Programming languages play a vital role in business application. COBOL language, for example, is basically designed for business purpose application.
can you explain fraction patterns
Onlookers is the direct object.
is hakeem ga\y
the subject plays were you are the object plays what you are doing
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