Member Variable
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In
object-oriented programming Object-oriented programming (OOP) is a programming paradigm based on the concept of '' objects''. Objects can contain data (called fields, attributes or properties) and have actions they can perform (called procedures or methods and impl ...
, a member variable (sometimes called a member field) is a variable that is associated with a specific object, and accessible for all its methods (''member functions''). In class-based programming languages, these are distinguished into two types: '' class variables'' (also called ''static member variables''), where only one copy of the variable is shared with all instances of the class; and '' instance variables'', where each instance of the class has its own independent copy of the variable.


Examples


C++

class Foo ; int main ()


Java

public class Program public class Foo


Python

class Foo: def __init__(self): self._bar = 0 @property def bar(self): return self._bar @bar.setter def bar(self, new_bar): self._bar = new_bar f = Foo() f.bar = 100 print(f.bar)


Common Lisp

(defclass foo () (bar)) (defvar f (make-instance 'foo)) (setf (slot-value f 'bar) 100) (print (slot-value f 'bar))


Ruby

/* Ruby has three member variable types: class, class instance, and instance. */ class Dog # The class variable is defined within the class body with two at-signs # and describes data about all Dogs *and* their derived Dog breeds (if any) @@sniffs = true end mutt = Dog.new mutt.class.sniffs #=> true class Poodle < Dog # The "class instance variable" is defined within the class body with a single at-sign # and describes data about only the Poodle class. It makes no claim about its parent class # or any possible subclass derived from Poodle @sheds = false # When a new Poodle instance is created, by default it is untrained. The 'trained' variable # is local to the initialize method and is used to set the instance variable @trained # An instance variable is defined within an instance method and is a member of the Poodle instance def initialize(trained = false) @trained = trained end def has_manners? @trained end end p = Poodle.new p.class.sheds #=> false p.has_manners? #=> false


PHP

foo = 10; // Prints 10. echo $example->foo;


Lua

--region example --- @class example_c --- @field foo number Example "member variable". local example_c = local example_mt = --- Creates an object from example. --- @return example_c function example_c.new(foo) -- The first table argument is our object's member variables. -- In a Lua object is a metatable and its member variables are table key-value pairs. return setmetatable(, example_mt) end --endregion -- Create an example object. -- Set the "foo" member variable to 5. local example = example_c.new(5) -- Overwrite the "foo" member variable to 10. example.foo = 10 -- Prints 10. print(example.foo)


See also

* Global variable * Local variable * Property (programming)


References

{{Reflist Object-oriented programming Variable (computer science) Articles with example Python (programming language) code