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Composition over inheritance (or composite reuse principle) in object-oriented programming (OOP) is the principle that classes should favor polymorphic behavior and code reuse by their composition (by containing instances of other classes that implement the desired functionality) over inheritance from a base or parent class. [2]
Reportedly, Java inventor James Gosling has spoken against implementation inheritance, stating that he would not include it if he were to redesign Java. [19] Language designs that decouple inheritance from subtyping (interface inheritance) appeared as early as 1990; [ 21 ] a modern example of this is the Go programming language.
Simula introduced important concepts that are today an essential part of object-oriented programming, such as class and object, inheritance, and dynamic binding. [10] The object-oriented Simula programming language was used mainly by researchers involved with physical modelling , such as models to study and improve the movement of ships and ...
Not all languages support multiple inheritance. For example, Java allows a class to implement multiple interfaces, but only inherit from one class. [22] If multiple inheritance is allowed, the hierarchy is a directed acyclic graph (or DAG for short), otherwise it is a tree. The hierarchy has classes as nodes and inheritance relationships as links.
In software engineering, the delegation pattern is an object-oriented design pattern that allows object composition to achieve the same code reuse as inheritance. In delegation, an object handles a request by delegating to a second object (the delegate). The delegate is a helper object, but with the original context.
The relationships are specified in the science of object-oriented design and object interface standards defined by popular use, language designers (Java, C++, Smalltalk, Visual Prolog) and standards committees for software design like the Object Management Group. The class hierarchy can be as deep as needed.
Like inheritance, delegation allows the sending object to modify the original behavior, but is susceptible to problems analogous to the fragile base class; while forwarding provides stronger encapsulation and avoids these problems; see composition over inheritance. [1]
The ECS uses composition, rather than inheritance trees. An entity will be typically made up of an ID and a list of components that are attached to it. Any game object can be created by adding the correct components to an entity. This allows the developer to easily add features to an entity, without any dependency issues.