--- id: csharp-oop title: "C# - What is OOP?" category: "Programming_Language" status: "draft" verification_status: "conceptual" canonical_id: "" aliases: ["object-oriented programming C#", "DRY principle", "C# OOP μ†Œκ°œ"] duplicate_of: "" source_trust_level: "B" confidence_score: 0.83 created_at: 2026-07-04 updated_at: 2026-07-04 review_reason: "" merge_history: [] tags: ["csharp", "programming-language", "w3schools", "oop"] raw_sources: ["https://www.w3schools.com/cs/cs_oop.php"] applied_in: [] github_commit: "" --- # [[CSharp OOP]] ## 🎯 ν•œ 쀄 톡찰 (One-line insight) Unlike Topic_C, which never had an OOP chapter at all (procedural only), and Topic_CPP, where OOP was introduced as an OPTIONAL paradigm layered on top of C-style procedural code, this C# chapter frames OOP as the language's core identity from the very first sentence β€” reinforcing what the Syntax chapter already forced structurally (every line of code must be inside a class): in C#, object-oriented isn't an available style choice the way it was for C++, it's the only way the language works. [S1] ## 🧠 핡심 κ°œλ… (Core concepts) - **Procedural vs. object-oriented** β€” procedural programming writes procedures/methods that operate on data; OOP creates objects that bundle BOTH data and methods together. [S1] - **Claimed OOP advantages** β€” faster/easier to execute, clearer program structure, supports the DRY principle (Don't Repeat Yourself), enables reusable applications with less code and shorter development time. [S1] - **DRY principle** β€” extract code common to the application into a single place and reuse it, instead of repeating it. [S1] - **Class** β€” a template/blueprint for creating objects. [S1] - **Object** β€” an instance of a class; created objects inherit all variables and methods from their class. [S1] - **Class-vs-object illustration** β€” `Fruit` (class) β†’ `Apple`, `Banana`, `Mango` (objects); `Car` (class) β†’ `Volvo`, `Audi`, `Toyota` (objects). [S1] ## πŸ“– μ„ΈλΆ€ λ‚΄μš© (Details) - No code examples in this chapter β€” purely conceptual, deferring class/object syntax to the next chapter. [S1] ## βš–οΈ λͺ¨μˆœ 및 μ—…λ°μ΄νŠΈ (Contradictions & updates) - **OOPκ°€ 선택이 μ•„λ‹ˆλΌ μ–Έμ–΄μ˜ 본질둜 μ œμ‹œλ¨**: Topic_Cμ—λŠ” OOP 챕터 μžμ²΄κ°€ μ—†μ—ˆκ³ (순수 절차적 μ–Έμ–΄), Topic_CPPλŠ” OOPλ₯Ό C μŠ€νƒ€μΌ 절차적 μ½”λ“œ μœ„μ— μ„ νƒμ μœΌλ‘œ μ–ΉλŠ” νŒ¨λŸ¬λ‹€μž„μœΌλ‘œ μ†Œκ°œν–ˆμ§€λ§Œ, C#은 Syntax μ±•ν„°μ—μ„œ 이미 ν™•μΈλœ "λͺ¨λ“  μ½”λ“œλŠ” class μ•ˆμ—" ꡬ쑰적 κ°•μ œλ₯Ό κ·ΈλŒ€λ‘œ λ°˜μ˜ν•΄ OOPλ₯Ό μ–Έμ–΄μ˜ μœ μΌν•œ μž‘λ™ λ°©μ‹μœΌλ‘œ 첫 λ¬Έμž₯λΆ€ν„° μ œμ‹œν•œλ‹€λŠ” 점이 확인됨. [S1] ## πŸ› οΈ 적용 사둀 (Applied in summary) ν˜„μž¬ 발견된 μ‹€μ œ 적용 사둀가 μ—†μŠ΅λ‹ˆλ‹€ β€” Fruit/Carλ₯Ό class둜, κ·Έ μΈμŠ€ν„΄μŠ€λ“€μ„ object둜 λΉ„μœ ν•˜λŠ” κ°œλ… μ„€λͺ…이 μ›λ¬Έμ—μ„œ μ œμ‹œλ¨. [S1] ## πŸ’» μ½”λ“œ νŒ¨ν„΄ (Code patterns) μ—†μŒ β€” 이 μ±•ν„°λŠ” μ½”λ“œ μ˜ˆμ œκ°€ μ—†λŠ” κ°œλ… μ†Œκ°œ 챕터. ## βœ… 검증 μƒνƒœ 및 신뒰도 - **μƒνƒœ:** draft - **검증 단계:** conceptual - **좜처 신뒰도:** B (W3Schools β€” widely used educational reference, not a primary standards body) - **μ‹ λ’° 점수:** 0.83 - **쀑볡 검사 κ²°κ³Ό:** μ‹ κ·œ 생성 (New discovery) ## πŸ”— 지식 κ·Έλž˜ν”„ (Knowledge Graph) - **μƒμœ„/루트:** [[C# Tutorial]] - **κ΄€λ ¨ κ°œλ…:** [[CSharp Method Parameters Return]], [[CSharp Classes]], [[CPP OOP]] - **μ°Έμ‘° λ§₯락:** OOP Basics μ„Ήμ…˜ β€” Classes and Objects μ±•ν„°λ‘œ 이어짐. ## πŸ“š 좜처 (Sources) - [S1] W3Schools β€” C# - What is OOP? β€” https://www.w3schools.com/cs/cs_oop.php ## πŸ“ λ³€κ²½ 이λ ₯ (Change history) - 2026-07-04: Initial draft synthesized from the W3Schools "C# - What is OOP?" page (Astra wiki-curation, P-Reinforce v3.1 format).