Classes

Classes like our DNA are symbolic representations of objects; they describe the properties, fields, methods, and events that make up objects in the same way that blueprints describe the items that make up a building. Just as a blueprint can be used to create multiple buildings, a single class can be used to create as many objects as necessary. Just as a blueprint defines which parts of a building are accessible to people who use the building, so too can classes control user access to object items through encapsulation.

The terms "class" and "object" are sometimes used interchangeably, but in fact, classes (again like DNA) describe the structure of objects, while objects are usable instances of classes. Each instance is an exact yet distinct copy of its class. Because an object is an "instance" of a class, the act of creating an object is called instantiation. The class is one of the defining ideas of object-oriented programming. A class can have subclasses that can inherit all or some of the characteristics of the class

Class Library

As a collection of classes, the library is a key cornerstone of our software.

For example,  EvaporatorCode predicts the performance of a refrigerant evaporator cooling moist air in an air conditioning system. It has 51 class modules. The Windows Form class module used to present the serpentine fin evaporators with micro channel tubes to the EvaporatorCode program user has 4656 lines of code. This Window communicates directly with 18 of the other class modules as they work with the rest or the classes creating an accurate heat transfer simulation with reports.

 

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Last modified: February, 2007