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  2. Object-oriented programming - Wikipedia

    en.wikipedia.org/wiki/Object-oriented_programming

    The following are notable software design patterns for OOP objects. [57] Function object: with a single method (in C++, the function operator, operator()) it acts much like a function; Immutable object: does not change state after creation; First-class object: can be used without restriction; Container object: contains other objects

  3. Visitor pattern - Wikipedia

    en.wikipedia.org/wiki/Visitor_pattern

    The entities are ordered into layers, and at the top of the type hierarchy is the drawing, which is simply a list of layers, plus some added properties. A fundamental operation on this type hierarchy is saving a drawing to the system's native file format. At first glance, it may seem acceptable to add local save methods to all types in the ...

  4. Object model - Wikipedia

    en.wikipedia.org/wiki/Object_model

    To invoke a method in an object, the object reference and method name are given, together with any arguments. Interfaces An interface provides a definition of the signature of a set of methods without specifying their implementation. An object will provide a particular interface if its class contains code that implement the method of that ...

  5. Design Patterns - Wikipedia

    en.wikipedia.org/wiki/Design_Patterns

    Chapter 1 is a discussion of object-oriented design techniques, based on the authors' experience, which they believe would lead to good object-oriented software design, including: "Program to an interface, not an implementation." (Gang of Four 1995:18) Composition over inheritance: "Favor 'object composition' over 'class inheritance'." (Gang of ...

  6. Naked objects - Wikipedia

    en.wikipedia.org/wiki/Naked_objects

    All business logic should be encapsulated onto the domain objects.This principle is not unique to naked objects; it is a strong commitment to encapsulation.; The user interface should be a direct representation of the domain objects, with all user actions consisting of creating, retrieving, or invoking methods on domain objects.

  7. Factory (object-oriented programming) - Wikipedia

    en.wikipedia.org/wiki/Factory_(object-oriented...

    In class-based programming, a factory is an abstraction of a constructor of a class, while in prototype-based programming a factory is an abstraction of a prototype object. A constructor is concrete in that it creates objects as instances of one class, and by a specified process (class instantiation), while a factory can create objects by instantiating various classes, or by using other ...

  8. Extension method - Wikipedia

    en.wikipedia.org/wiki/Extension_method

    A note should be placed on preferring extension methods over other means of achieving reuse and proper object-oriented design. Extension methods might 'clutter' the automatic completion features of code editors, such as Visual Studio's IntelliSense, hence they should either be in their own namespace to allow the developer to selectively import ...

  9. QML - Wikipedia

    en.wikipedia.org/wiki/QML

    Objects are specified by their type, followed by a pair of braces. Object types always begin with a capital letter. In the example above, there are two objects, a Rectangle; and its child, an Image. Between the braces, one can specify information about the object, such as its properties. Properties are specified as property: value.