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  2. Class (computer programming) - Wikipedia

    en.wikipedia.org/wiki/Class_(computer_programming)

    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.

  3. Template method pattern - Wikipedia

    en.wikipedia.org/wiki/Template_method_pattern

    In object-oriented programming, the template method is one of the behavioral design patterns identified by Gamma et al. [1] in the book Design Patterns. The template method is a method in a superclass, usually an abstract superclass, and defines the skeleton of an operation in terms of a number of high-level steps.

  4. Object-oriented programming - Wikipedia

    en.wikipedia.org/wiki/Object-oriented_programming

    Object-oriented programming uses objects, but not all of the associated techniques and structures are supported directly in languages that claim to support OOP. The features listed below are common among languages considered to be strongly class- and object-oriented (or multi-paradigm with OOP support), with notable exceptions mentioned.

  5. Software design pattern - Wikipedia

    en.wikipedia.org/wiki/Software_design_pattern

    Participants: A listing of the classes and objects used in the pattern and their roles in the design. Collaboration: A description of how classes and objects used in the pattern interact with each other. Consequences: A description of the results, side effects, and trade offs caused by using the pattern.

  6. Class-based programming - Wikipedia

    en.wikipedia.org/wiki/Class-based_programming

    An object must be explicitly created based on a class and an object thus created is considered to be an instance of that class. An object is similar to a structure, with the addition of method pointers, member access control, and an implicit data member which locates instances of the class (i.e., objects of the class) in the class hierarchy ...

  7. Bridge pattern - Wikipedia

    en.wikipedia.org/wiki/Bridge_pattern

    When a class varies often, the features of object-oriented programming become very useful because changes to a program's code can be made easily with minimal prior knowledge about the program. The bridge pattern is useful when both the class and what it does vary often.

  8. Builder pattern - Wikipedia

    en.wikipedia.org/wiki/Builder_pattern

    In the above UML class diagram, the Director class doesn't create and assemble the ProductA1 and ProductB1 objects directly. Instead, the Director refers to the Builder interface for building (creating and assembling) the parts of a complex object, which makes the Director independent of which concrete classes are instantiated (which ...

  9. Class hierarchy - Wikipedia

    en.wikipedia.org/wiki/Class_hierarchy

    In object-oriented programming, a class is a template that defines the state and behavior common to objects of a certain kind. A class can be defined in terms of other classes. [1] The concept of class hierarchy in computer science is very similar to taxonomy, the classifications of species.