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In object-oriented programming, association defines a relationship between classes of objects that allows one object instance to cause another to perform an action on its behalf.
Ideally all reuse can be achieved by assembling existing components, but in practice inheritance is often needed to make new ones. Therefore inheritance and object composition typically work hand-in-hand, as discussed in the book Design Patterns (1994). [3]
Terminology invoking "objects" in the modern sense of object-oriented programming made its first appearance at the artificial intelligence group at MIT in the late 1950s and early 1960s.
A class diagram exemplifying the singleton pattern.. In object-oriented programming, the singleton pattern is a software design pattern that restricts the instantiation of a class to a singular instance.
Multiple inheritance is a feature of some object-oriented computer programming languages in which an object or class can inherit features from more than one parent object or parent class.
In object-oriented programming, the decorator pattern is a design pattern that allows behavior to be added to an individual object, dynamically, without affecting the behavior of other instances of the same class. [1]
In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object (prototype-based inheritance) or class (class-based inheritance), retaining similar implementation.
In class-based programming, a factory is an abstraction of a constructor of a class, while in prototype-based programming a factory is an abstraction of a prototype object. A constructor is concrete in that it creates objects as instances of one class, and by a specified process (class instantiation), while a factory can create objects by instantiating various classes, or by using other ...