Programming Paradigms


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Programming Paradigms

1. Imperative: Using Procedures and languages such as Pascal for instance.

2. Functional:

  • Uses and Defines Mathematical functions
  • For a problem to be solved it consists of a number of function calls
  • No Variables

3. Logic:

  • There's no specific list of commands
  • Consists of a set of facts and rules, example being 'Prolog'

4. Event Driven: Instead of the program being executed in order the programmer designed, subroutines are executed in response to events such as a mouse click.

5. Object Orientated:

  • Uses Reusable code
  • Puts subroutines etc.. into a single unit called a class
  • When a programmer uses a class they declare instances of the class called objects.
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Object Orientated Programming

An Object: An instance of a class which is a self contained entity characterised by its properties

Instantiation: An object is defined based on a class

Class Definition: A template that can be used to create objects of that class


  • Properties are contained within e.g Procedures and Functions.
  • They are good as you can share code easily and easy to maintain and modularity.

Inheritance: From a base class you can create sub-classes which inherit all the properties of the base class

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