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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
Java is a high-level, class-based, object-oriented programming language that is designed to have as few implementation dependencies as possible. It is a general-purpose programming language intended to let programmers write once, run anywhere (), [16] meaning that compiled Java code can run on all platforms that support Java without the need to recompile. [17]
The listed languages are designed with varying degrees of OOP support. Some are highly focused in OOP while others support multiple paradigms including OOP. [ 1 ] For example, C++ is a multi- paradigm language including OOP; [ 2 ] however, it is less object-oriented than other languages such as Python [ 3 ] and Ruby .
In attempt to improve on procedural languages, object-oriented programming (OOP) languages were created, such as Simula, Smalltalk, C++, Eiffel, Python, PHP, Java, and C#. In these languages, data and methods to manipulate the data are in the same code unit called an object.
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.
Java and C++ are two prominent object-oriented programming languages.By many language popularity metrics, the two languages have dominated object-oriented and high-performance software development for much of the 21st century, and are often directly compared and contrasted.
This sense of delegation as programming language feature making use of the method lookup rules for dispatching so-called self-calls was defined by Lieberman in his 1986 paper "Using Prototypical Objects to Implement Shared Behavior in Object-Oriented Systems".