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Computer Science Notes

This document discusses computer science concepts related to Jeroo, an object-oriented programming language. It defines key terms like class, constructor, object, message, and parameter. Classes describe different types of objects like islands, water, and Jeroos. Constructors are used to create objects, and objects are instances of classes. Messages are used to provide objects with information, tell them to perform actions, or request information from them. Parameters pass information to methods within objects.

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0% found this document useful (0 votes)
171 views1 page

Computer Science Notes

This document discusses computer science concepts related to Jeroo, an object-oriented programming language. It defines key terms like class, constructor, object, message, and parameter. Classes describe different types of objects like islands, water, and Jeroos. Constructors are used to create objects, and objects are instances of classes. Messages are used to provide objects with information, tell them to perform actions, or request information from them. Parameters pass information to methods within objects.

Uploaded by

azn.ung
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOC, PDF, TXT or read online on Scribd
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Computer Science Notes: Jeroo

• Messages and methods


o Messages can be used to:
 Give an object some information
 Tell an object to do something
 Ask an object for information (usually about itself)
 Any and all combinations of the above
o A method is something inside the object that responds to your messages
 A message contains commands to do something
• Vocabulary Review
o Class: the type, or description, of an object
 Jeroo classes are descriptions of:
 Island, water, flower, net, Jeroo
o Constructor: a way to create an object. Comes as part of the class
definition.
o Object: an instance, or member, of a class
 You can only create Jeroos in your code; all other objects must be
created visually.
o Message: something you “say” to an object, either telling it something or
asking it for information
o Parameter: information sent to a method (information inside the
parenthesis)

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