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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).
Composition over inheritance (or composite reuse principle) in object-oriented programming (OOP) is the principle that classes should favor polymorphic behavior and code reuse by their composition (by containing instances of other classes that implement the desired functionality) over inheritance from a base or parent class. [2]
With the advent of C++11 the rule of three can be broadened to the rule of five (also known as "the rule of the big five" [5]) as C++11 implements move semantics, [6] allowing destination objects to grab (or steal) data from temporary objects. The following example also shows the new moving members: move constructor and move assignment operator.
Perhaps the most well-known example is C++, an object-oriented extension of the C programming language. Due to the design requirements to add the object-oriented paradigm on to an existing procedural language, message passing in C++ has some unique capabilities and terminologies. For example, in C++ a method is known as a member function.
When there is only one fixed implementation, this pattern is known as the Pimpl idiom in the C++ world. The bridge pattern is often confused with the adapter pattern , and is often implemented using the object adapter pattern ; e.g., in the Java code below.
For example, in a summary of C++ in his book on Objective C, Brad Cox actually claimed that adding multiple inheritance to C++ was impossible. Thus, multiple inheritance seemed more of a challenge. Thus, multiple inheritance seemed more of a challenge.
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
The child inherits methods and attributes of the parent, allowing for shared functionality. For example, one might create a variable class Mammal with features such as eating, reproducing, etc.; then define a child class Cat that inherits those features without having to explicitly program them, while adding new features like chasing mice.