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Much finer control of access rights can be defined using mutators and accessors. For example, a parameter may be made read-only simply by defining an accessor but not a mutator. The visibility of the two methods may be different; it is often useful for the accessor to be public while the mutator remains protected, package-private or internal.
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Accessor methods are used to read the data values of an object. Mutator methods are used to modify the data of an object. Manager methods are used to initialize and destroy objects of a class, e.g. constructors and destructors. These methods provide an abstraction layer that facilitates encapsulation and modularity.
A property, in some object-oriented programming languages, is a special sort of class member, intermediate in functionality between a field (or data member) and a method.The syntax for reading and writing of properties is like for fields, but property reads and writes are (usually) translated to 'getter' and 'setter' method calls.
Python sets are very much like mathematical sets, and support operations like set intersection and union. Python also features a frozenset class for immutable sets, see Collection types. Dictionaries (class dict) are mutable mappings tying keys and corresponding values. Python has special syntax to create dictionaries ({key: value})
[2] [3] [4] Functionally, the mutator pop can be interpreted as the pair of selectors (pick, rest), where rest returns the set consisting of all elements except for the arbitrary element. [5] Can be interpreted in terms of iterate. [a] map(F,S): returns the set of distinct values resulting from applying function F to each element of S.
In Simula, classes are defined in a block in which attributes, methods and class initialization are all defined together; thus all the methods that can be invoked on a class are defined together, and the definition of the class is complete. In Flavors, a mixin is a class from which another class can inherit slot definitions and methods. The ...
In object oriented programming, objects provide a layer which can be used to separate internal from external code and implement abstraction and encapsulation. External code can only use an object by calling a specific instance method with a certain set of input parameters, reading an instance variable, or writing to an instance variable.