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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.
[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.
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})
In computer science, an abstract data type (ADT) is a mathematical model for data types, defined by its behavior from the point of view of a user of the data, specifically in terms of possible values, possible operations on data of this type, and the behavior of these operations.
In object-oriented (OO) and functional programming, an immutable object (unchangeable [1] object) is an object whose state cannot be modified after it is created. [2] This is in contrast to a mutable object (changeable object), which can be modified after it is created. [3]
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.