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The curiously recurring template pattern (CRTP) is an idiom, originally in C++, in which a class X derives from a class template instantiation using X itself as a template argument. [1] More generally it is known as F-bound polymorphism , and it is a form of F -bounded quantification .
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The following is a declaration of the concept "equality_comparable" from the <concepts> header of a C++20 standard library. This concept is satisfied by any type T such that for lvalues a and b of type T, the expressions a==b and a!=b as well as the reverse b==a and b!=a compile, and their results are convertible to a type that satisfies the concept "boolean-testable":
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.
Templates are a feature of the C++ programming language that allows functions and classes to operate with generic types.This allows a function or class declaration to reference via a generic variable another different class (built-in or newly declared data type) without creating full declaration for each of these different classes.
In object-oriented programming, the factory method pattern is a design pattern that uses factory methods to deal with the problem of creating objects without having to specify their exact classes. Rather than by calling a constructor , this is accomplished by invoking a factory method to create an object.
Kay used the term "object-oriented programming" in conversation as early as 1967. [1] Although sometimes called "the father of object-oriented programming", [11] Alan Kay has differentiated his notion of OO from the more conventional abstract data type notion of object, and has implied that the computer science establishment did not adopt his ...
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.