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Object-oriented programming (OOP) is a programming paradigm based on the concept of objects. [1] Objects can contain data (called fields , attributes or properties ) and have actions they can perform (called procedures or methods and implemented in code ).
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.
The following shows the basic code of the object pool design pattern implemented using C#. For brevity the properties of the classes are declared using C# 3.0 automatically implemented property syntax. These could be replaced with full property definitions for earlier versions of the language.
Also, another common example is that a person object created from a child class cannot become an object of parent class because a child class and a parent class inherit a person class but class-based languages mostly do not allow to change the kind of class of the object at runtime. For class-based languages, this restriction is essential in ...
Class members and the body of a method are examples of what can live inside these braces in various contexts. Inside of method bodies, braces can be used to create new scopes: void DoSomething () { int a ; { int b ; a = 1 ; } a = 2 ; b = 3 ; // Will fail because the variable is declared in an inner scope.
The builder pattern is a design pattern that provides a flexible solution to various object creation problems in object-oriented programming.The builder pattern separates the construction of a complex object from its representation.
In object-oriented programming, behavior is sometimes shared between classes which are not related to each other. For example, many unrelated classes may have methods to serialize objects to JSON . Historically, there have been several approaches to solve this without duplicating the code in every class needing the behavior.
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]