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Object-oriented programming (OOP) is a programming paradigm based on the concept of objects, [1] which can contain data and code: data in the form of fields (often known as attributes or properties), and code in the form of procedures (often known as methods).
This comparison of programming languages compares how object-oriented programming languages such as C++, Java, Smalltalk, Object Pascal, Perl, Python, and others manipulate data structures. Object construction and destruction
C++ inherits most of C's syntax. A hello world program that conforms to the C standard is also a valid C++ hello world program. The following is Bjarne Stroustrup's version of the Hello world program that uses the C++ Standard Library stream facility to write a message to standard output: [69] [70] [note 2]
Standard method combination in ANSI common lisp. The Common Lisp Object System (CLOS) is the facility for object-oriented programming in ANSI Common Lisp.CLOS is a powerful dynamic object system which differs radically from the OOP facilities found in more static languages such as C++ or Java.
The most popular and developed model of OOP is a class-based model, instead of an object-based model. In this model, objects are entities that combine state (i.e., data), behavior (i.e., procedures, or methods) and identity (unique existence among all other objects).
In object-oriented programming, a class defines the shared aspects of objects created from the class. The capabilities of a class differ between programming languages , but generally the shared aspects consist of state ( variables ) and behavior ( methods ) that are each either associated with a particular object or with all objects of that class.
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]
In object-oriented programming, the singleton pattern is a software design pattern that restricts the instantiation of a class to a singular instance. It is one of the well-known "Gang of Four" design patterns , which describe how to solve recurring problems in object-oriented software. [ 1 ]