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{{task|Basic language learning}}
[[Category:Object oriented]]
[[Category:Type System]]
[[Category:Encyclopedia]]
{{task|Basic language learning}}
In [[object-oriented programming]] '''class''' is a set (a [[wp:Transitive_closure|transitive closure]]) of types bound by the relation of [[inheritance]]. It is said that all types derived from some base type T and the type T itself form a class T. The first type T from the class T sometimes is called the '''root type''' of the class.
 
In [[object-oriented programming]] '''class''' is a set (a [[wp:Transitive_closure|transitive closure]]) of types bound by the relation of [[inheritance]]. It is said that all types derived from some base type T and the type T itself form a class T.
A class of types itself, as a type, has the values and operations of its own. The operations of are usually called '''methods''' of the root type. Both operations and values are called [[polymorphism | polymorphic]].
 
The first type T from the class T sometimes is called the '''root type''' of the class.
A polymorphic operation (method) selects an implementation depending on the actual specific type of the polymorphic argument. The action of choice the type-specific implementation of a polymorphic operation is called '''dispatch'''. Correspondingly, polymorphic operations are often called '''dispatching''' or '''virtual'''. Operations with multiple arguments and/or the results of the class are called '''multi-methods'''. A further generalization of is the operation with arguments and/or results from different classes.
 
A class of types itself, as a type, has the values and operations of its own.
The operations of are usually called '''methods''' of the root type.
Both operations and values are called [[polymorphism | polymorphic]].
 
A polymorphic operation (method) selects an implementation depending on the actual specific type of the polymorphic argument.
 
The action of choice the type-specific implementation of a polymorphic operation is called '''dispatch'''. Correspondingly, polymorphic operations are often called '''dispatching''' or '''virtual'''.
Operations with multiple arguments and/or the results of the class are called '''multi-methods'''.
A further generalization of is the operation with arguments and/or results from different classes.
 
* single-dispatch languages are those that allow only one argument or result to control the dispatch. Usually it is the first parameter, often hidden, so that a prefix notation ''x''.''f''() is used instead of mathematical ''f''(''x'').
* multiple-dispatch languages allow many arguments and/or results to control the dispatch.
 
<br>
A polymorphic value has a type tag indicating its specific type from the class and the corresponding specific value of that type. This type is sometimes called '''the most specific type''' of a [polymorphic] value. The type tag of the value is used in order to resolve the dispatch. The set of polymorphic values of a class is a transitive closure of the sets of values of all types from that class.
A polymorphic value has a type tag indicating its specific type from the class and the corresponding specific value of that type.
This type is sometimes called '''the most specific type''' of a [polymorphic] value.
The type tag of the value is used in order to resolve the dispatch.
The set of polymorphic values of a class is a transitive closure of the sets of values of all types from that class.
 
In many [[object-oriented programming | OO]] languages
the type of the class of T and T itself are considered equivalent.
In some languages they are distinct (like in [[Ada]]).
When class T and T are equivalent, there is no way to distinguish
polymorphic and specific values.
 
 
;Task:
Create a basic class with a method, a constructor, an instance variable and how to instantiate it.
<br><br>
=={{header|11l}}==
<syntaxhighlight lang="11l">T MyType
Int public_variable // member variable = instance variable
. Int private_variable
 
F () // constructor
In many [[object-oriented programming | OO]] languages the type of the class of T and T itself are considered equivalent. In some languages they are distinct (like in [[Ada]]). When class T and T are equivalent, there is no way to distinguish polymorphic and specific values.
.private_variable = 0
 
F someMethod() // member function = method
The purpose of this task is to create a basic class with a method, a constructor, an instance variable and how to instantiate it.
.private_variable = 1
.public_variable = 10</syntaxhighlight>
 
Note that member functions in 11l by default are not polymorphic; if you want a polymorphic member function, you have to mark it as virtual. Example:
<syntaxhighlight lang="11l">T MyType
F.virtual.new someMethod() -> N // this is polymorphic
print()</syntaxhighlight>
=={{header|ActionScript}}==
<langsyntaxhighlight lang="actionscript">package {
public class MyClass {
Line 39 ⟶ 75:
}
}
}</langsyntaxhighlight>
 
=={{header|Ada}}==
Class is used in many languages to provide both encapsulation, or grouping of data and actions, and type definition. Ada packages provide encapsulation or grouping while type definitions are done using the ''type'' reserved word. Types participating in inheritance are named ''tagged'' record types.
 
A package specification has the following form:
<langsyntaxhighlight lang="ada">package My_Package is
type My_Type is tagged private;
procedure Some_Procedure(Item : out My_Type);
Line 53 ⟶ 88:
Variable : Integer := -12;
end record;
end My_Package;</langsyntaxhighlight>
The type declaration at the top of the package gives public visibility to the private tagged type My_Type. Since My_Type is declared to be private, the public has no visibility of its structure. The type must be treated as a black box. The private section of the package specification includes the actual tagged record definition. Note that the data member Variable is initialized to -12. This corresponds to a default constructor for the type.
 
The package body must contain the implementation of the procedures and functions declared in the package specification.
<langsyntaxhighlight lang="ada"> package body My_Package is
procedure Some_Procedure(Item : out My_Type) is
begin
Line 69 ⟶ 104:
return Temp;
end Set;
end My_Package;</langsyntaxhighlight>
The Set function acts as a conversion constructor for My_Type.
 
An instance is typically created outside the package:
<langsyntaxhighlight lang="ada">with My_Package; use My_Package;
 
procedure Main is
Line 80 ⟶ 115:
Some_Procedure(Foo); -- Foo is doubled
Foo := Set(2007); -- Foo.Variable is set to 2007
end Main;</langsyntaxhighlight>
 
=={{header|Aikido}}==
Aikido provides classes with single inheritance and multiple interface implementation. A class takes a set of constructor arguments and provides a set of public functions, operators, classes, monitors and threads.
<syntaxhighlight lang="aikido">class Circle (radius, x, y) extends Shape (x, y) implements Drawable {
 
<lang aikido>class Circle (radius, x, y) extends Shape (x, y) implements Drawable {
var myvec = new Vector (x, y)
 
Line 91 ⟶ 124:
// draw the circle
}
}</langsyntaxhighlight>
=={{header|ALGOL 68}}==
{{trans|python}}
 
{{works with|ALGOL 68|Revision 1 - no extensions to language used}}
 
{{works with|ALGOL 68G|Any - tested with release [http://sourceforge.net/projects/algol68/files/algol68g/algol68g-1.18.0/algol68g-1.18.0-9h.tiny.el5.centos.fc11.i386.rpm/download 1.18.0-9h.tiny]}}
{{wont work with|ELLA ALGOL 68|Any (with appropriate job cards) - tested with release [http://sourceforge.net/projects/algol68/files/algol68toc/algol68toc-1.8.8d/algol68toc-1.8-8d.fc9.i386.rpm/download 1.8-8d] - had to remove calls to ''space'' and even then code generates "Run time fault (aborting): attempt to jump to missing ELSE/OUT clause"
}}
The following code is experimental. Basically ALGOL 68 is not object oriented, so the task to create (and use of) objects is tedious due to the lack of certain constructs, especially the lack of OO syntactic sugar.
 
task to create (and use of) objects is tedious due to the lack of certain constructs,
especially the lack of OO syntactic sugar.
For further details:
* [http://archive.computerhistory.org/resources/text/algol/algol_bulletin/A26/P22.HTM Ross, D.T., "Features Essential for a Workable Algol X," ALGOL Bulletin, No. 26, August 1967, pp. 6-12, and ACM SIGPLAN Notices, Vol.2, No.11, November 1967.]
Other examples of this experimental approach are located at pages: [[Life in two dimensions#ALGOL 68|Life in two dimensions]], [[Playing Cards#ALGOL 68|Playing Cards]] and [[Stack#ALGOL 68|Stack]].
 
<langsyntaxhighlight lang="algol68">MODE MYDATA = STRUCT(
INT name1
);
Line 188 ⟶ 218:
print (((name OF person2), ": ",
(gender OF person2|(STRING gender):gender|attribute error), " "));
print (((age OF person2|(INT age):age|attribute error), new line)) # "Jane Female 23" #</syntaxhighlight>
{{out}}
</lang>
Output:
<pre>
John: Male *
Line 196 ⟶ 225:
</pre>
=={{header|AmigaE}}==
<langsyntaxhighlight lang="amigae">OBJECT a_class
varA, varP
ENDOBJECT
Line 222 ⟶ 251:
WriteF('\d\n', obj.getP())
END obj
ENDPROC</langsyntaxhighlight>
=={{header|Arturo}}==
 
<syntaxhighlight lang="arturo">; defining a custom type
define :person [ ; define a new custom type "Person"
name ; with fields: name, surname, age
surname
age
][
; with custom post-construction initializer
init: [
this\name: capitalize this\name
]
 
; custom print function
print: [
render "NAME: |this\name|, SURNAME: |this\surname|, AGE: |this\age|"
]
 
; custom comparison operator
compare: 'age
]
 
; create a method for our custom type
sayHello: function [this][
ensure -> is? :person this
 
print ["Hello" this\name]
]
 
; create new objects of our custom type
a: to :person ["John" "Doe" 34] ; let's create 2 "Person"s
b: to :person ["jane" "Doe" 33] ; and another one
 
; call pseudo-inner method
sayHello a ; Hello John
sayHello b ; Hello Jane
 
; access object fields
print ["The first person's name is:" a\name] ; The first person's name is: John
print ["The second person's name is:" b\name] ; The second person's name is: Jane
 
; changing object fields
a\name: "Bob"
sayHello a ; Hello Bob
 
; verifying object type
print type a ; :person
print is? :person a ; true
 
; printing objects
print a ; NAME: John, SURNAME: Doe, AGE: 34
 
; sorting user objects (using custom comparator)
sort @[a b] ; Jane..., John...
sort.descending @[a b] ; John..., Jane... </syntaxhighlight>
 
{{out}}
 
<pre>Hello John
Hello Jane
The first person's name is: John
The second person's name is: Jane
Hello Bob
:person
true
NAME: Bob, SURNAME: Doe, AGE: 34</pre>
 
=={{header|AutoHotkey}}==
{{works with|AutoHotkey_L}}
AutoHotkey_L is prototype-based. However, for convenience, class-syntax may be used to create a base object.
<syntaxhighlight lang="autohotkey">obj := new MyClass
obj.WhenCreated()
 
class MyClass {
; Instance Variable #1
time := A_Hour ":" A_Min ":" A_Sec
; Constructor
__New() {
MsgBox, % "Constructing new object of type: " this.__Class
FormatTime, date, , MM/dd/yyyy
; Instance Variable #2
this.date := date
}
; Method
WhenCreated() {
MsgBox, % "Object created at " this.time " on " this.date
}
}</syntaxhighlight>
=={{header|BASIC}}==
==={{header|BaCon}}===
This is an '''advanced feature''' to extend the the compiler we can also compile using g++ or clang++ using PRAGMA
 
<syntaxhighlight lang="cpp">
PRAGMA COMPILER g++
PRAGMA OPTIONS -Wno-write-strings -Wno-pointer-arith -fpermissive
 
OPTION PARSE FALSE
 
 
'---The class does the declaring for you
 
CLASS Books
public:
const char* title;
const char* author;
const char* subject;
int book_id;
END CLASS
 
 
'---pointer to an object declaration (we use a class called Books)
DECLARE Book1 TYPE Books
'--- the correct syntax for class
Book1 = Books()
 
 
'--- initialize the strings const char* in c++
Book1.title = "C++ Programming to bacon "
Book1.author = "anyone"
Book1.subject ="RECORD Tutorial"
Book1.book_id = 1234567
 
 
PRINT "Book title : " ,Book1.title FORMAT "%s%s\n"
PRINT "Book author : ", Book1.author FORMAT "%s%s\n"
PRINT "Book subject : ", Book1.subject FORMAT "%s%s\n"
PRINT "Book book_id : ", Book1.book_id FORMAT "%s%d\n"
</syntaxhighlight>
 
 
Now the same but using the c++ "new" command and arrow operators syntax
 
<syntaxhighlight lang="cpp">
PRAGMA COMPILER g++
PRAGMA OPTIONS -Wno-write-strings -Wno-pointer-arith -fpermissive
 
OPTION PARSE FALSE
 
 
'---The class does the declaring for you
 
CLASS Books
public:
const char* title;
const char* author;
const char* subject;
int book_id;
END CLASS
 
 
'---pointer to an object declaration (we use a class called Books)
DECLARE Book1 TYPE Books*
'--- the correct syntax for class
Book1 = new Books()
 
 
'--- initialize the strings const char* in c++
Book1->title = "C++ Programming to bacon "
Book1->author = "anyone"
Book1->subject ="RECORD Tutorial"
Book1->book_id = 1234567
 
 
PRINT "Book title : " ,Book1->title FORMAT "%s%s\n"
PRINT "Book author : ", Book1->author FORMAT "%s%s\n"
PRINT "Book subject : ", Book1->subject FORMAT "%s%s\n"
PRINT "Book book_id : ", Book1->book_id FORMAT "%s%d\n"
</syntaxhighlight>
 
==={{header|BBC BASIC}}===
{{works with|BBC BASIC for Windows}}
<syntaxhighlight lang="bbcbasic"> INSTALL @lib$+"CLASSLIB"
REM Declare the class:
DIM MyClass{variable, @constructor, _method}
DEF MyClass.@constructor MyClass.variable = PI : ENDPROC
DEF MyClass._method = MyClass.variable ^ 2
REM Register the class:
PROC_class(MyClass{})
REM Instantiate the class:
PROC_new(myclass{}, MyClass{})
REM Call the method:
PRINT FN(myclass._method)
REM Discard the instance:
PROC_discard(myclass{})</syntaxhighlight>
 
==={{header|QuickBASIC}}===
{{works with|QuickBasic|4.5}}
<syntaxhighlight lang="basic"> TYPE MyClass
Variable AS INTEGER
END TYPE
 
DECLARE SUB MyClassDelete (pthis AS MyClass)
DECLARE SUB MyClassSomeMethod (pthis AS MyClass)
DECLARE SUB MyClassInit (pthis AS MyClass)
 
TYPE MyClass
Variable AS INTEGER
END TYPE
 
DIM obj AS MyClass
Line 244 ⟶ 463:
SUB MyClassSomeMethod (pthis AS MyClass)
pthis.Variable = 1
END SUB</syntaxhighlight>
=={{header|C}}==
 
=={{header|blz}}==
<syntaxhighlight lang="blz">
# Constructors can take parameters (that automatically become properties)
constructor Ball(color, radius)
# Objects can also have functions (closures)
:volume
return 4/3 * {pi} * (radius ** 3)
end
:show
return "a " + color + " ball with radius " + radius
end
end
 
red_ball = Ball("red", 2)
print(red_ball)
# => a red ball with radius 2
</syntaxhighlight>
=={{header|BQN}}==
 
Classes with a constructor can be defined in BQN with the help of a namespace. All data members are immutable(private) and can only be modified with the help of exported functions. Exported variables can be accessed, but they cannot be mutated(this may change in the future).
 
<syntaxhighlight lang="bqn">ExClass ← {
𝕊 value: # Constructor portion
priv ← value
priv2 ⇐ 0
ChangePriv ⇐ { priv ↩ 𝕩 }
DispPriv ⇐ {𝕊: •Show priv‿priv2 }
}
 
obj ← ExClass 5
obj.DispPriv@
obj.ChangePriv 6
obj.DispPriv@</syntaxhighlight>
=={{header|Bracmat}}==
Bracmat has no class-inheritance. Any object can function as a template for creating other objects.
<syntaxhighlight lang="bracmat">( ( resolution
= (x=)
(y=)
(new=.!arg:(?(its.x),?(its.y)))
)
& new$(resolution,640,480):?VGA
& new$(resolution,1920,1080):?1080p
& out$("VGA: horizontal " !(VGA..x) " vertical " !(VGA..y)));</syntaxhighlight>
{{out}}
<pre>VGA: horizontal 640 vertical 480</pre>
=={{header|C}}==
{{works with|gcc|4.0.2}}
<syntaxhighlight lang="c">
<lang c>typedef struct sMyClass
#include <stdlib.h>
 
typedef struct sMyClass
{
int variable;
Line 255 ⟶ 525:
MyClass MyClass_new()
{
MyClass pthis = malloc( sizeof(struct sMyClass) *pthis);
//memset(pthis, 0, sizeof(struct sMyClass) );
pthis->variable = 0;
return pthis;
Line 263 ⟶ 532:
void MyClass_delete(MyClass* pthis)
{
if (pthis && *pthis)
{
free(*pthis);
Line 277 ⟶ 546:
MyClass obj = MyClass_new();
MyClass_someMethod(obj);
MyClass_delete(&obj);</langsyntaxhighlight>
=={{header|C sharp|C#}}==
 
<syntaxhighlight lang="csharp">public class MyClass
{
public MyClass()
{
}
public void SomeMethod()
{
}
private int _variable;
public int Variable
{
get { return _variable; }
set { _variable = value; }
}
public static void Main()
{
// instantiate it
MyClass instance = new MyClass();
// invoke the method
instance.SomeMethod();
// set the variable
instance.Variable = 99;
// get the variable
System.Console.WriteLine( "Variable=" + instance.Variable.ToString() );
}
}</syntaxhighlight>
=={{header|C++}}==
 
{{works with|g++|4.0.2}}
<langsyntaxhighlight lang="cpp">class MyClass
{
public:
Line 310 ⟶ 604:
MyClass* pInstance = new MyClass;
// Instances allocated with new must be explicitly destroyed when not needed any more:
delete pInstance;</langsyntaxhighlight>
 
Note: <tt>MyClass instance();</tt> would ''not'' define an instance, but declare a function returning an instance. Accidentally declaring functions when object definitions are wanted is a rather common bug in C++.
Line 316 ⟶ 610:
Functions can also be defined inline:
 
<langsyntaxhighlight lang="cpp">class MyClass
{
public:
Line 323 ⟶ 617:
private:
int variable;
};</langsyntaxhighlight>
 
Note that member functions in C++ by default are ''not'' polymorphic; if you want a polymorphic member function, you have to mark it as virtual. In that case, you should also add a virtual destructor, even if that is empty. Example:
 
<langsyntaxhighlight lang="cpp">class MyClass
{
public:
virtual void someMethod(); // this is polymorphic
virtual ~MyClass(); // destructor
};</langsyntaxhighlight>
=={{header|Clojure}}==
Clojure gives you several options, and to help you decide which is more appropriate to use, see the [https://github.com/cemerick/clojure-type-selection-flowchart/ Clojure type selection flowchart].
 
defrecord example:
=={{header|C sharp|C#}}==
<syntaxhighlight lang="clojure">
<lang csharp>public class MyClass
; You can think of this as an interface
{
(defprotocol Foo (getFoo [this]))
public MyClass()
{
}
public void SomeMethod()
{
}
private int _variable;
public int Variable
{
get { return _variable; }
set { _variable = value; }
}
public static void Main()
{
// instantiate it
MyClass instance = new MyClass();
// invoke the method
instance.SomeMethod();
// set the variable
instance.Variable = 99;
// get the variable
System.Console.WriteLine( "Variable=" + instance.Variable.ToString() );
}
}</lang>
 
; Generates Example1 Class with foo as field, with method that returns foo.
=={{header|Common Lisp}}==
(defrecord Example1 [foo] Foo (getFoo [this] foo))
 
; Create instance and invoke our method to return field value
<lang lisp>(defclass circle ()
(-> (Example1. "Hi") .getFoo)
"Hi"</syntaxhighlight>
=={{header|COBOL}}==
<!-- This took far too long to create and to get to compile. -->
<syntaxhighlight lang="cobol"> IDENTIFICATION DIVISION.
CLASS-ID. my-class INHERITS base.
*> The 'INHERITS base' and the following ENVIRONMENT DIVISION
*> are optional (in Visual COBOL).
ENVIRONMENT DIVISION.
CONFIGURATION SECTION.
REPOSITORY.
CLASS base.
*> There is no way (as far as I can tell) of creating a
*> constructor. However, you could wrap it with another
*> method to achieve the desired effect.
*>...
OBJECT.
*> Instance data
DATA DIVISION.
WORKING-STORAGE SECTION.
01 instance-variable PIC 9(8).
*> Properties can have getters and setters automatically
*> generated.
01 a-property PIC 9(8) PROPERTY.
PROCEDURE DIVISION.
METHOD-ID. some-method.
PROCEDURE DIVISION.
*> ...
END METHOD some-method.
END OBJECT.
END CLASS my-class.
IDENTIFICATION DIVISION.
PROGRAM-ID. example-class-use.
ENVIRONMENT DIVISION.
CONFIGURATION SECTION.
REPOSITORY.
*> These declarations brings the class and property into
*> scope.
CLASS my-class
PROPERTY a-property.
DATA DIVISION.
WORKING-STORAGE SECTION.
*> Declaring a my-class reference variable.
01 instance USAGE OBJECT REFERENCE my-class.
PROCEDURE DIVISION.
*> Invoking a static method or (in this case) a constructor.
INVOKE my-class "new" RETURNING instance
*> Invoking an instance method.
INVOKE instance "some-method"
 
*> Using the setter and getter of a-property.
MOVE 5 TO a-property OF instance
DISPLAY a-property OF instance
GOBACK
.
END PROGRAM example-class-use.</syntaxhighlight>
=={{header|Coco}}==
<syntaxhighlight lang="coco">class Rectangle
# The constructor is defined as a bare function. This
# constructor accepts one argument and automatically assigns it
# to an instance variable.
(@width) ->
# Another instance variable.
length: 10
# A method.
area: ->
@width * @length
# Instantiate the class using the 'new' operator.
rect = new Rectangle 2</syntaxhighlight>
=={{header|CoffeeScript}}==
<syntaxhighlight lang="coffeescript"># Create a basic class
class Rectangle
# Constructor that accepts one argument
constructor: (@width) ->
# An instance variable
length: 10
# A method
area: () ->
@width * @length
 
# Instantiate the class using the new operator
rect = new Rectangle 2</syntaxhighlight>
=={{header|Common Lisp}}==
<syntaxhighlight lang="lisp">(defclass circle ()
((radius :initarg :radius
:initform 1.0
Line 375 ⟶ 752:
> (defvar *c* (make-instance 'circle :radius 2))
> (area *c*)
12.566370614359172d0</langsyntaxhighlight>
=={{header|Component Pascal}}==
BlackBox Component Builder
 
Module that defines a Class
=={{header|D}}==
<syntaxhighlight lang="oberon2">
MODULE Point;
IMPORT
Strings;
TYPE
Instance* = POINTER TO LIMITED RECORD
x-, y- : LONGINT; (* Instance variables *)
END;
PROCEDURE (self: Instance) Initialize*(x,y: LONGINT), NEW;
BEGIN
self.x := x;
self.y := y
END Initialize;
(* constructor *)
PROCEDURE New*(x, y: LONGINT): Instance;
VAR
point: Instance;
BEGIN
NEW(point);
point.Initialize(x,y);
RETURN point
END New;
(* methods *)
PROCEDURE (self: Instance) Add*(other: Instance): Instance, NEW;
BEGIN
RETURN New(self.x + other.x,self.y + other.y);
END Add;
PROCEDURE (self: Instance) ToString*(): POINTER TO ARRAY OF CHAR, NEW;
VAR
xStr,yStr: ARRAY 64 OF CHAR;
str: POINTER TO ARRAY OF CHAR;
BEGIN
Strings.IntToString(self.x,xStr);
Strings.IntToString(self.y,yStr);
NEW(str,128);str^ := "@(" +xStr$ + "," + yStr$ + ")";
RETURN str
END ToString;
END Point.
</syntaxhighlight>
Module that uses previous class
<syntaxhighlight lang="oberon2">
MODULE DrivePoint;
IMPORT
Point,
StdLog;
PROCEDURE Do*;
VAR
p,q: Point.Instance;
BEGIN
p := Point.New(1,2);
q := Point.New(2,1);
StdLog.String(p.ToString() + " + " + q.ToString() + " = " + p.Add(q).ToString());StdLog.Ln;
StdLog.String("p.x:> ");StdLog.Int(p.x);StdLog.Ln;
StdLog.String("p.y:> ");StdLog.Int(p.y);StdLog.Ln
END Do;
 
END DrivePoint.
<lang d>module Class;
</syntaxhighlight>
Execute: ^Q DrivePoint.Do<br/>
{{out}}
<pre>
@(1,2) + @(2,1) = @(3,3)
p.x:> 1
p.y:> 2
</pre>
=={{header|Crystal}}==
{{trans|Ruby}}
<syntaxhighlight lang="crystal">class MyClass
def initialize
@instance_var = 0
end
def add_1
@instance_var += 1
end
 
end
import std.stdio;
my_class = MyClass.new
</syntaxhighlight>
=={{header|D}}==
<syntaxhighlight lang="d">import std.stdio;
 
class MyClass {
//constructor (not necessary if empty)
{
//constructorthis() {}
this()
{
}
 
void someMethod() {
{
variable = 1;
}
 
private int _variable;
 
// getter method
@property int variable() const {
return variable_;
{
return _variable;
}
 
// setter method
@property int variable(int new_variablenewVariable) {
return variable_ = newVariable;
{
return _variable = new_variable;
}
 
private int variable_;
}
 
void main() {
// On default class instances are allocated on the heap
{
// scopeThe instancesGC arewill allocatedmanage ontheir the heaplifetime
auto obj = new MyClass();
// this is not really necessary because unneeded objects will be GC'ed
 
scope instance = new MyClass();
// prints 'variable = 0', ints are initialized to 0 by default
writeln("variable = ", obj.variable);
 
// prints 'variable=0' because ints are initialized to 0 by default
writefln("variable=", instance.variable);
// invoke the method
instanceobj.someMethod();
 
// prints 'variable = 1'
writeflnwriteln("variable = ", instanceobj.variable);
 
// set the variable using setter method
instanceobj.variable = 99;
 
// prints 'variable = 99'
writeflnwriteln("variable = ", instanceobj.variable);
}</langsyntaxhighlight>
=={{header|Delphi}}==
<syntaxhighlight lang="delphi">program SampleClass;
 
{$APPTYPE CONSOLE}
 
type
TMyClass = class
private
FSomeField: Integer; // by convention, fields are usually private and exposed as properties
public
constructor Create;
destructor Destroy; override;
procedure SomeMethod;
property SomeField: Integer read FSomeField write FSomeField;
end;
 
constructor TMyClass.Create;
begin
FSomeField := -1
end;
 
destructor TMyClass.Destroy;
begin
// free resources, etc
 
inherited Destroy;
end;
 
procedure TMyClass.SomeMethod;
begin
// do something
end;
 
 
var
lMyClass: TMyClass;
begin
lMyClass := TMyClass.Create;
try
lMyClass.SomeField := 99;
lMyClass.SomeMethod();
finally
lMyClass.Free;
end;
end.</syntaxhighlight>
=={{header|DM}}==
In DM, all "classes" are part of the "object tree". Instance variables, procs (functions), ... are all defined inside this "tree".
Adding elements (procs, variables, classes) to this tree is done by defining the name and such.
 
<syntaxhighlight lang="dm">s</syntaxhighlight>
 
This declares a type "/s" at the root of the tree, which can now be instantiated.
 
A more complicated example:
 
<syntaxhighlight lang="dm">
// Declare the class "/foo"
foo
// Everything inside the indented block is relative to the parent, "/foo" here.
// Instance variable "bar", with a default value of 0
// Here, var/bar is relative to /foo, thus it becomes "/foo/var/bar" ultimately.
var/bar = 0
 
// The "New" proc is the constructor.
New()
// Constructor code.
 
// Declares a proc called "Baz" on /foo
proc/baz()
// Do things.
 
// Instantiation code.
// Overriding /client/New() means it is ran when a client connects.
/client/New()
..()
var/foo/x = new /foo()
x.bar = 10 // Assign to the instance variable.
x.baz() // Call "baz" on our instance.
</syntaxhighlight>
 
This is enough to declare a
=={{header|Dragon}}==
<syntaxhighlight lang="dragon">class run{
func val(){
showln 10+20
}
}
</syntaxhighlight>
=={{header|DWScript}}==
Methods can be implemented inline or out-of-line, this sample illustrates both.
<syntaxhighlight lang="delphi">type
TMyClass = class
private
FSomeField: Integer; // by convention, fields are usually private and exposed as properties
public
constructor Create;
begin
FSomeField := -1;
end;
procedure SomeMethod;
property SomeField: Integer read FSomeField write FSomeField;
end;
 
procedure TMyClass.SomeMethod;
begin
// do something
end;
 
 
var lMyClass: TMyClass;
 
lMyClass := new TMyClass; // can also use TMyClass.Create
 
lMyClass.SomeField := 99;
lMyClass.SomeMethod;</syntaxhighlight>
=={{header|E}}==
In E, classes, constructors, and instance variables are not built into the language. This is an example of the basic convention; different cases may call for objects built in different ways.
 
<langsyntaxhighlight lang="e">def makeColor(name :String) {
def color {
to colorize(thing :String) {
Line 442 ⟶ 1,012:
}
return color
}</langsyntaxhighlight>
 
Example interactive session creating and using it:
 
<langsyntaxhighlight lang="e">? def red := makeColor("red")
# value: <color>
 
? red.colorize("apple")
# value: "red apple"</langsyntaxhighlight>
=={{header|EchoLisp}}==
<syntaxhighlight lang="lisp">
(lib 'gloops) ; load oo library
 
(define-class Person null (name (age :initform 66)))
(define-method tostring (Person) (lambda (p) ( format "🚶 %a " p.name)))
(define-method mailto (Person Person) (lambda( p o) (printf "From %a to️ %a : ..." p o)))
 
;; define a sub-class of Person with same methods
(define-class Writer (Person) (books))
(define-method tostring (Writer) (lambda (w)( format "🎩 %a" w.name)))
(define-method mailto (Person Writer)
(lambda (p w) (printf " From %a (age %d). Dear writer of %a ..." p p.age w.books )))
 
</syntaxhighlight>
{{Output}}
<syntaxhighlight lang="lisp">
;; instantiate
(define simone (make-instance Person :name 'simone :age 42)) ;; slots values by name
(define antoinette (make-instance Person :name 'antoinette :age 37))
(define albert (Person "albert" 33)) ;; quick way : slots values in order
(define simon (make-instance Writer :name "simon" :books '(my-life my-bike)))
 
 
(mailto simone simon) ;; method Person-Writer
(mailto simone antoinette) ;; method Person-Person
(mailto simon albert) ;; no method Writer-Person : call 'super' Person-Person
(mailto simon simon) ;; no mehod Writer-Writer : call 'super' Person-Writer
From 🚶 simone (age 42). Dear writer of (my-life my-bike) ...
From 🚶 simone to️ 🚶 antoinette : ...
From 🎩 simon to️ 🚶 albert : ...
From 🎩 simon (age 66). Dear writer of (my-life my-bike) ...
</syntaxhighlight>
=={{header|Eiffel}}==
=== The Most Basic Form of Class ===
The shortest way to write an Eiffel class is to have the class keyword, followed by the name of the class (all caps), and ending with the end keyword.
<syntaxhighlight lang="eiffel">
class MY_CLASS
end
</syntaxhighlight>
 
=== Add a Creation Procedure (Constructor) ===
<syntaxhighlight lang="eiffel">
class MY_CLASS
 
create
make
 
feature {NONE} -- Initialization
 
make
-- This is a creation procedure or "Constructor".
do
create my_string.make_empty
end
 
end
</syntaxhighlight>
=== Add Multiple Creation Procedures (Constructors) ===
In Eiffel, you may have more than one creation procedure (or "Constructor").
<syntaxhighlight lang="eiffel">
class MY_CLASS
 
create -- Here we are declaring ...
make, -- In the Feature group (below) we are coding
make_this_way, -- each of these declared creation procedures.
make_that_way, -- We can have as many constructors as we need.
make_another_way,
a_name_other_than_make
 
feature {NONE} -- Initialization
 
make
-- This is a creation procedure or "Constructor".
do
-- Initialization code goes here ...
end
 
make_this_way
-- Make this way, rather than a plain ole "make".
do
-- Initialization code goes here ...
end
 
make_that_way
-- Create that way rather than this way (above).
do
-- Initialization code goes here ...
end
 
make_another_way
-- And still another way to create MY_CLASS.
do
-- Initialization code goes here ...
end
 
a_name_other_than_make
-- There is no requirement to use the word "make".
-- The word "make" is just a naming convention.
do
-- Initialization code goes here ...
end
 
end
</syntaxhighlight>
 
=== Add some Properties & Methods ===
Below, we've added three attributes (i.e. "Properties"). The "make" is not only a "Constructor" (Creation Procedure), but also an example of a "Method".
<syntaxhighlight lang="eiffel">
class MY_CLASS
 
create
make
 
feature {NONE} -- Initialization
 
make
-- This is a creation procedure or "Constructor".
do
create my_string.make_empty
end
 
feature -- Access (Properties)
 
my_string: STRING
-- This is a comment about `my_string', which is a "Property".
 
my_integer: INTEGER
-- Unlike `my_string' (above), the INTEGER type is an "Expanded Type".
-- This means INTEGER objects know how to self-initialize.
 
my_date: DATE
-- This attribute (or "Property") will need to be initialized.
-- One way to do that is to make a self-initializing attribute, thus ...
attribute
create Result.make_now
end
 
feature -- Basic Operations (Methods)
 
do_something
-- Loop over and print the numbers 1 to 100 to the console.
do
across 1 |..| 100 as i loop print (i.out) end
end
 
do_something_else
-- Set a and b and print the result.
local
a, b, c: INTEGER
do
a := 1
b := 2
c := a + b
end
 
end
</syntaxhighlight>
=={{header|Elena}}==
ELENA 6.x :
<syntaxhighlight lang="elena">import extensions;
class MyClass
{
int Variable : prop;
someMethod()
{
Variable := 1
}
constructor()
{
}
}
public program()
{
// instantiate the class
var instance := new MyClass();
// invoke the method
instance.someMethod();
// get the variable
console.printLine("Variable=",instance.Variable)
}</syntaxhighlight>
 
=={{header|EMal}}==
<syntaxhighlight lang="emal">
type Bear ^| the type system is informed about the new type,
| here we are in the static context
|^
model # instance context
text name # instance variable
^|
| in EMal the instance variables are ordered, and a default
| variadic constructor is provided by the runtime.
| Every value passed to the constructor sets the instance variable
| according to the order.
|^
fun makeNoise = void by block # method of Bear
writeLine("Growl!")
end
end
type Cat
model
text noise
new by text noise # an explicit constructor
me.noise = noise # we must use me to access instance variables
end
fun makeNoise = void by block
writeLine(me.noise)
end
end
type Main
Bear bear = Bear("Bruno") # creating a new instance
writeLine("The bear is called " + bear.name)
bear.makeNoise()
Cat("Meow").makeNoise()
</syntaxhighlight>
{{out}}
<pre>
The bear is called Bruno
Growl!
Meow
</pre>
 
=={{header|ERRE}}==
ERRE isn't OOP-oriented, but with new PC version 3.0 is possibile to define classes and instance variables, like in this example:
<syntaxhighlight lang="erre">PROGRAM CLASS2_DEMO
 
CLASS QUADRATO
 
LOCAL LATO
 
PROCEDURE GETLATO(L)
LATO=L
END PROCEDURE
 
PROCEDURE AREA(->A)
A=LATO*LATO
END PROCEDURE
 
PROCEDURE PERIMETRO(->P)
P=4*LATO
END PROCEDURE
 
END CLASS
 
NEW P:QUADRATO,Q:QUADRATO
 
BEGIN
P_GETLATO(10)
P_AREA(->AREAP)
PRINT(AREAP)
Q_GETLATO(20)
Q_PERIMETRO(->PERIMETROQ)
PRINT(PERIMETROQ)
END PROGRAM
</syntaxhighlight>
The answers is
100
80
=={{header|F_Sharp|F#}}==
A minimal example as required by the task description:
<syntaxhighlight lang="fsharp">type MyClass(init) = // constructor with one argument: init
let mutable var = init // a private instance variable
member x.Method() = // a simple method
var <- var + 1
printfn "%d" var
 
// create an instance and use it
let myObject = new MyClass(42)
myObject.Method()</syntaxhighlight>
 
A somewhat more meaningful example, inspired by the Haskell version:
<syntaxhighlight lang="fsharp">open System
 
type Shape =
abstract Perimeter: unit -> float
abstract Area: unit -> float
 
type Circle(radius) =
interface Shape with
member x.Perimeter() = 2.0 * radius * Math.PI
member x.Area() = Math.PI * radius**2.0
 
type Rectangle(width, height) =
interface Shape with
member x.Perimeter() = 2.0 * width + 2.0 * height
member x.Area() = width * height</syntaxhighlight>
=={{header|Factor}}==
<syntaxhighlight lang="factor">TUPLE: my-class foo bar baz ;
M: my-class quux foo>> 20 + ;
C: <my-class> my-class
10 20 30 <my-class> quux ! result: 30
TUPLE: my-child-class < my-class quxx ;
C: <my-child-class> my-child-class
M: my-child-class foobar 20 >>quux ;
20 20 30 <my-child-class> foobar quux ! result: 30</syntaxhighlight>
=={{header|Falcon}}==
Falcon classes are a mix of data and code that can be used to instantiate objects. Classes are defined below. Note: inh1...inhN can also be passed the param_list.
<syntaxhighlight lang="falcon">class class_name[ ( param_list ) ] [ from inh1[, inh2, ..., inhN] ]
<lang falcon>
class class_name[ ( param_list ) ] [ from inh1[, inh2, ..., inhN] ]
[ static block ]
[ properties declaration ]
[init block]
[method list]
end</syntaxhighlight>
end
</lang>
Example of a class:
<syntaxhighlight lang="falcon">class mailbox( max_msg )
<lang falcon>
class mailbox( max_msg )
capacity = max_msg * 10
Line 478 ⟶ 1,346:
end
end</syntaxhighlight>
end
</lang>
 
Instantiation:
<syntaxhighlight lang="falcon">m = mailbox( 10 )
 
// Ouputs: Box now ready for 100 messages.</syntaxhighlight>
<lang falcon>
m = mailbox( 10 )
// Ouputs: Box now ready for 100 messages.
</lang>
 
=={{header|Factor}}==
<lang factor>TUPLE: my-class foo bar baz ;
M: my-class quux foo>> 20 + ;
C: <my-class> my-class
10 20 30 <my-class> quux ! result: 30
TUPLE: my-child-class < my-class quxx ;
C: <my-child-class> my-child-class
M: my-child-class foobar 20 >>quux ;
20 20 30 <my-child-class> foobar quux ! result: 30</lang>
 
=={{header|Fancy}}==
<syntaxhighlight lang="fancy">class MyClass {
 
read_slot: 'instance_var # creates getter method for @instance_var
<lang fancy>
def class MyClass {
read_slots: ['instance_var] # creates getter method for @instance_var
@@class_var = []
 
Line 526 ⟶ 1,377:
}
 
myclass = MyClass new</langsyntaxhighlight>
=={{header|Fantom}}==
<syntaxhighlight lang="fantom">class MyClass
{
// an instance variable
Int x
// a constructor, providing default value for instance variable
new make (Int x := 1)
{
this.x = x
}
 
// a method, return double the number x
public Int double ()
{
return 2 * x
}
}
 
class Main
{
public static Void main ()
{
a := MyClass (2) // instantiates the class, with x = 2
b := MyClass() // instantiates the class, x defaults to 1
c := MyClass { x = 3 } // instantiates the class, sets x to 3
}
}</syntaxhighlight>
=={{header|Forth}}==
{{works with|Win32Forth}}
Line 534 ⟶ 1,412:
Declare a class
 
<langsyntaxhighlight lang="forth">:class MyClass <super Object
 
int memvar
Line 547 ⟶ 1,425:
:m show: ( -- ) ." Memvar = " memvar . ;m
 
;class</langsyntaxhighlight>
 
Allocate a static object
<syntaxhighlight lang="forth">MyClass newInstance</syntaxhighlight>
 
<lang forth>MyClass newInstance</lang>
 
Allocate a dynamic object, saving its pointer in a global variable.
<syntaxhighlight lang="forth">New> MyClass value newInstance</syntaxhighlight>
 
<lang forth>New> MyClass value newInstance</lang>
 
Call member functions
<syntaxhighlight lang="forth">10 set: newInstance
 
<lang forth>10 setshow: newInstance</syntaxhighlight>
show: newInstance</lang>
 
Free a dynamically allocated object
 
<langsyntaxhighlight lang="forth">newInstance dispose
0 to newInstance \ no dangling pointers!</langsyntaxhighlight>
 
Example of dynamic allocation and local variable use"
 
<langsyntaxhighlight lang="forth">: test { \ obj -- }
New> MyClass to obj
show: obj
1000 set: obj
obj dispose ;</langsyntaxhighlight>
 
 
Works with any ANS Forth
=={{header|F_Sharp|F#}}==
A minimal example as required by the task description:
<lang fsharp>type MyClass(init) = // constructor with one argument: init
let mutable var = init // a private instance variable
member x.Method() = // a simple method
var <- var + 1
printfn "%d" var
 
Needs the FMS-SI (single inheritance) library code located here:
// create an instance and use it
http://soton.mpeforth.com/flag/fms/index.html
let myObject = new MyClass(42)
<syntaxhighlight lang="forth">include FMS-SI.f
myObject.Method()</lang>
 
:class foo \ begin class foo definition
A somewhat more meaningful example, inspired by the Haskell version:
ivar x \ declare an instance variable named x
<lang fsharp>open System
:m put ( n -- ) x ! ;m \ a method/message definition
:m init: 10 self put ;m \ the constructor method
:m print x ? ;m \ a print method for x
;class \ end class foo definition
 
foo f1 \ instantiate a foo object, in the dictionary, named f1
type Shape =
f1 print \ 10 send the print message to object f1
abstract Perimeter: unit -> float
20 f1 put \ send a message with one parameter to the object
abstract Area: unit -> float
f1 print \ 20
 
type Circle(radius) =
interface Shape with
member x.Perimeter() = 2.0 * radius * Math.PI
member x.Area() = Math.PI * radius**2.0
 
: bar \ bar is a normal Forth function definition
type Rectangle(width, height) =
heap> foo \ instantiate a nameless object in the heap
interface Shape with
dup print
member x.Perimeter() = 2.0 * width + 2.0 * height
30 over put
member x.Area() = width * height</lang>
dup print
<free ; \ destroy the heap object
 
: bar' \ bar' is an alternative to bar that uses a local variable
heap> foo {: f :}
f print
30 f put
f print
f <free ;
 
bar \ 10 30
bar' \ 10 30
</syntaxhighlight>
=={{header|Fortran}}==
Creating abstract derived type (abstract class), extended derived types, using constructor and finalization, pointers etc. Works with gfortran 5.0 and intel ifort 15.0.2
 
<syntaxhighlight lang="fortran">
!-----------------------------------------------------------------------
!Module accuracy defines precision and some constants
!-----------------------------------------------------------------------
module accuracy_module
implicit none
integer, parameter, public :: rdp = kind(1.d0)
! constants
real(rdp), parameter :: pi=3.141592653589793238462643383279502884197_rdp
end module accuracy_module
 
!-----------------------------------------------------------------------
!Module typedefs_module contains abstract derived type and extended type definitions.
! Note that a reserved word "class" in Fortran is used to describe
! some polymorphic variable whose data type may vary at run time.
!-----------------------------------------------------------------------
module typedefs_module
use accuracy_module
implicit none
 
private ! all
public :: TPoint, TShape, TCircle, TRectangle, TSquare ! public only these defined derived types
 
! abstract derived type
type, abstract :: TShape
real(rdp) :: area
character(len=:),allocatable :: name
contains
! deferred method i.e. abstract method = must be overridden in extended type
procedure(calculate_area), deferred,pass :: calculate_area
end type TShape
! just declaration of the abstract method/procedure for TShape type
abstract interface
function calculate_area(this)
use accuracy_module
import TShape !imports TShape type from host scoping unit and makes it accessible here
implicit none
class(TShape) :: this
real(rdp) :: calculate_area
 
end function calculate_area
end interface
 
! auxiliary derived type
type TPoint
real(rdp) :: x,y
end type TPoint
 
! extended derived type
type, extends(TShape) :: TCircle
real(rdp) :: radius
real(rdp), private :: diameter
type(TPoint) :: centre
contains
procedure, pass :: calculate_area => calculate_circle_area
procedure, pass :: get_circle_diameter
final :: finalize_circle
end type TCircle
 
! extended derived type
type, extends(TShape) :: TRectangle
type(TPoint) :: A,B,C,D
contains
procedure, pass :: calculate_area => calculate_rectangle_area
final :: finalize_rectangle
end type TRectangle
 
! extended derived type
type, extends(TRectangle) :: TSquare
contains
procedure, pass :: calculate_area => calculate_square_area
final :: finalize_square
end type TSquare
 
contains
 
! finalization subroutines for each type
! They called recursively, i.e. finalize_rectangle
! will be called after finalize_square subroutine
subroutine finalize_circle(x)
type(TCircle), intent(inout) :: x
write(*,*) "Deleting TCircle object"
end subroutine finalize_circle
 
subroutine finalize_rectangle(x)
type(TRectangle), intent(inout) :: x
write(*,*) "Deleting also TRectangle object"
end subroutine finalize_rectangle
 
subroutine finalize_square(x)
type(TSquare), intent(inout) :: x
write(*,*) "Deleting TSquare object"
end subroutine finalize_square
 
function calculate_circle_area(this)
implicit none
class(TCircle) :: this
real(rdp) :: calculate_circle_area
this%area = pi * this%radius**2
calculate_circle_area = this%area
end function calculate_circle_area
 
function calculate_rectangle_area(this)
implicit none
class(TRectangle) :: this
real(rdp) :: calculate_rectangle_area
! here could be more code
this%area = 1
calculate_rectangle_area = this%area
end function calculate_rectangle_area
 
function calculate_square_area(this)
implicit none
class(TSquare) :: this
real(rdp) :: calculate_square_area
! here could be more code
this%area = 1
calculate_square_area = this%area
end function calculate_square_area
 
function get_circle_diameter(this)
implicit none
class(TCircle) :: this
real(rdp) :: get_circle_diameter
this % diameter = 2.0_rdp * this % radius
get_circle_diameter = this % diameter
end function get_circle_diameter
 
end module typedefs_module
 
!-----------------------------------------------------------------------
!Main program
!-----------------------------------------------------------------------
program rosetta_class
use accuracy_module
use typedefs_module
implicit none
 
! we need this subroutine in order to show the finalization
call test_types()
 
contains
 
subroutine test_types()
implicit none
! declare object of type TPoint
type(TPoint), target :: point
! declare object of type TCircle
type(TCircle),target :: circle
! declare object of type TSquare
type(TSquare),target :: square
 
! declare pointers
class(TPoint), pointer :: ppo
class(TCircle), pointer :: pci
class(TSquare), pointer :: psq
 
!constructor
point = TPoint(5.d0,5.d0)
ppo => point
write(*,*) "x=",point%x,"y=",point%y
 
pci => circle
 
pci % radius = 1
write(*,*) pci % radius
! write(*,*) pci % diameter !No,it is a PRIVATE component
write(*,*) pci % get_circle_diameter()
write(*,*) pci % calculate_area()
write(*,*) pci % area
 
psq => square
 
write(*,*) psq % area
write(*,*) psq % calculate_area()
write(*,*) psq % area
end subroutine test_types
 
end program rosetta_class
 
</syntaxhighlight>
=={{header|FreeBASIC}}==
<syntaxhighlight lang="freebasic">' FB 1.05.0 Win64
 
Type MyClass
Private:
myInt_ As Integer
Public:
Declare Constructor(myInt_ As Integer)
Declare Property MyInt() As Integer
Declare Function Treble() As Integer
End Type
 
Constructor MyClass(myInt_ As Integer)
This.myInt_ = myInt_
End Constructor
 
Property MyClass.MyInt() As Integer
Return myInt_
End Property
 
Function MyClass.Treble() As Integer
Return 3 * myInt_
End Function
 
Dim mc As MyClass = MyClass(24)
Print mc.MyInt, mc.Treble()
Print "Press any key to quit the program"
Sleep</syntaxhighlight>
 
{{out}}
<pre>
24 72
</pre>
=={{header|GLSL}}==
There are no classes in GLSL, but they can be simulated using structs:
<syntaxhighlight lang="glsl">
struct Rectangle{
float width;
float height;
};
 
Rectangle new(float width,float height){
Rectangle self;
self.width = width;
self.height = height;
return self;
}
 
float area(Rectangle self){
return self.width*self.height;
}
float perimeter(Rectangle self){
return (self.width+self.height)*2.0;
}
</syntaxhighlight>
=={{header|Go}}==
The task describes several concepts concerning class methods before giving some task requirements. The following code satisfies the task requirements. The concepts described however, are more involved. A discussion of these concepts follows.
<lang go>package main
<syntaxhighlight lang="go">package main
 
import "fmt"
 
// a basic "class."
// In quotes because Go does not use that term or have that exact concept.
type love struct {
// Go simply has types that can have methods.
loc float // an "instance variable"
type picnicBasket struct {
nServings int // "instance variables"
corkscrew bool
}
 
// a method (yes, Go uses the word method!)
func (ib love*picnicBasket) sharehappy(u float) bool {
return b.nServings > 1 && b.corkscrew
i.loc += u
}
 
// a "constructor."
// Also in quotes as Go does not have that exact mechanism as part of the
func newLove() love {
// language. A common idiom however, is a function with the name new<Type>,
var code love
// that returns a new object of the type, fully initialized as needed and
code.loc = 1/code.loc
// ready to use. It makes sense to use this kind of constructor function when
return code
// non-trivial initialization is needed. In cases where the concise syntax
// shown is sufficient however, it is not idiomatic to define the function.
// Rather, code that needs a new object would simply contain &picnicBasket{...
func newPicnicBasket(nPeople int) *picnicBasket {
// arbitrary code to interpret arguments, check resources, etc.
// ...
// return data new object.
// this is the concise syntax. there are other ways of doing it.
return &picnicBasket{nPeople, nPeople > 0}
}
 
// how to instantiate it.
func main() {
var pb picnicBasket // create on stack (probably)
asm := newLove()
pbl := picnicBasket{} // equivalent to above
asm.share(1e6)
pbp := &picnicBasket{} // create on heap. pbp is pointer to object.
fmt.Println(asm)
pbn := new(picnicBasket) // equivalent to above
}</lang>
forTwo := newPicnicBasket(2) // using constructor
// equivalent to above. field names, called keys, are optional.
forToo := &picnicBasket{nServings: 2, corkscrew: true}
 
fmt.Println(pb.nServings, pb.corkscrew)
fmt.Println(pbl.nServings, pbl.corkscrew)
fmt.Println(pbp)
fmt.Println(pbn)
fmt.Println(forTwo)
fmt.Println(forToo)
}</syntaxhighlight>
{{out}}
<pre>
0 false
0 false
&{0 false}
&{0 false}
&{2 true}
&{2 true}
</pre>
'''Transitive closure based on inheritance'''
 
Method polymorphism exists in Go with a type called ''interface''. A Go interface is a method set. A type is said to ''satisfy'' an interface if it has defined on it all methods of the interface. If interface A is a subset of interface B then A satisfies B, so a transitive closure exists on this concept of satisfying an interface.
 
Inheritance is not involved however. A type satisfies an interface automatically when all methods of the interface are defined on the type. Inheritance is not involved because the interface being satisfied is not mentioned in any way, either in the type satisfying the interface or in its methods. The writer of a type and methods need not even be aware that the interface being satisfied exists.
 
'''Root type'''
 
The empty interface, with an empty method set and written as interface{}, is the “root type” in this context of transitive closure of interface satisfaction. All types satisfy the empty interface, since it makes no requirements that any methods be defined at all. interface{} is often used in go as a type that can hold a data value of any type. For example, note how fmt.Println, used above, accepts arguments of any type. It's (variadic) argument is of type interface{}.
 
'''Polymorphic dispatch'''
 
This happens when a method is called through an interface. Consider this code in addition to the example above.
<syntaxhighlight lang="go">import reflect
 
type happinessTester interface {
happy() bool
}
 
type bottleOfWine struct {
USD float64
empty bool
}
 
func (b *bottleOfWine) happy() bool {
return b.USD > 10 && !b.empty
}
 
func main() {
partySupplies := []happinessTester{
&picnicBasket{2, true},
&bottleOfWine{USD: 6},
}
for _, ps := range partySupplies {
fmt.Printf("%s: happy? %t\n",
reflect.Indirect(reflect.ValueOf(ps)).Type().Name(),
ps.happy())
}
}</syntaxhighlight>
On the last line, in the call to ps.happy(), ps is of the interface type happinessTester. The method actually called is based on the underlying concrete type.
For the method call, this is called the receiver type and the variable b (in both happy methods) is called the receiver. Dispatch is based on this single receiver so Go is a single dispatch kind of language.
 
'''Type tag'''
 
Go maintains something equivalent in its internal representation of interfaces. In place of direct access to internal data, Go's reflect package provides a number of functions for inspecting types and returning useful information.
Shown above for example, is code recovering the name of the concrete type underlying the dynamic type of the interface.
 
{{out}} for second example:
<pre>
picnicBasket: happy? true
bottleOfWine: happy? false
</pre>
 
'''Distinction of types and classes'''
 
To the extent that an interface represents a class, it is distinct from a type that satisfies it. Interface is one kind of type, but an object of any type can satisfy an interface. The two types&mdash;the interface type and the type satisfying the interface&mdash;are distinct.
=={{header|Groovy}}==
A class:
<langsyntaxhighlight lang="groovy">/** Ye olde classe declaration */
class Stuff {
/** Heare bee anne instance variable declared */
def guts
/** This constuctorconstructor converts bits into Stuff */
Stuff(injectedGuts) {
guts = injectedGuts
Line 649 ⟶ 1,860:
println "This stuff is flangulating its guts: ${guts}"
}
}</langsyntaxhighlight>
 
A demonstration:
<langsyntaxhighlight lang="groovy">def stuff = new Stuff('''
I have made mistakes in the past.
I have made mistakes in the future.
Line 667 ⟶ 1,878:
'''
 
stuff.flangulate()</langsyntaxhighlight>
 
{{out}}
Output:
<pre>This stuff is flangulating its guts:
I have made mistakes in the past.
Line 680 ⟶ 1,891:
and neither do we.
-- President George W. Bush</pre>
 
=={{header|Haskell}}==
Haskell is entirely statically typed; that is, the type of every expression is completely determined at compile-time.
 
Haskell is entirely statically typed; that is, the type of every expression is completely determined at compile-time. Hence, the usual approach to object-oriented programming, in which the actual method invoked by a method call isn't determined until runtime (think of C++'s virtual functions), is impossible in Haskell 98. Haskell's type classes allow for polymorphic functions, but all the polymorphism happens at compile-time (think of C++ templates) without the use of language extensions (existential types).
Haskell's type classes allow for polymorphic functions, but all the polymorphism happens at compile-time (think of C++ templates) without the use of language extensions (existential types).
 
<langsyntaxhighlight lang="haskell">class Shape a where
perimeter :: a -> Double
area :: a -> Double
Line 717 ⟶ 1,927:
{- The correct version of apRatio (and hence the correct
implementations of perimeter and area) is chosen based on the type
of the argument. -}</langsyntaxhighlight>
 
The primary way to simulate run-time polymorphism in Haskell is to use a single algebraic data type with multiple constructors, rather than several types belonging to a single class.
 
<langsyntaxhighlight lang="haskell">data Shape = Rectangle Double Double | Circle Double
{- This Shape is a type rather than a type class. Rectangle and
Circle are its constructors. -}
Line 743 ⟶ 1,953:
{- The value returned by apRatio is determined by the return values
of area and perimeter, which just happen to be defined differently
for Rectangles and Circles. -}</langsyntaxhighlight>
 
== Icon and {{header|Unicon}} ==
Unicon supports classes.
<syntaxhighlight lang="unicon">class Example (x) # 'x' is a field in class
 
# method definition
method double ()
return 2 * x
end
 
# 'initially' block is called on instance construction
initially (x)
if /x # if x is null (not given), then set field to 0
then self.x := 0
else self.x := x
end
 
procedure main ()
x1 := Example () # new instance with default value of x
x2 := Example (2) # new instance with given value of x
write (x1.x)
write (x2.x)
write (x2.double ()) # call a method
end</syntaxhighlight>
=={{header|J}}==
'''Class definition:'''
<langsyntaxhighlight lang="j">coclass 'exampleClass'
 
exampleMethod=: monad define
Line 757 ⟶ 1,990:
)
 
exampleInstanceVariable=: 0</langsyntaxhighlight>
 
'''Instantiation:'''
<langsyntaxhighlight lang="j"> exampleObject=: conew 'exampleClass'</langsyntaxhighlight>
 
Note that all J system defined utilities designed specifically to work on classes and objects have names which begin with the prefix <code>co</code>.
=={{header|Java}}==
<syntaxhighlight lang ="java">public class MyClass {
 
// instance variable
Line 771 ⟶ 2,005:
* The constructor
*/
public MyClass() {
// creates a new instance
}
Line 778 ⟶ 2,012:
* A method
*/
public void someMethod() {
this.variable = 1;
}
}</langsyntaxhighlight>
Note: "this." in someMethod is optional. "variable = 1;" works also. If a parameter also named "variable" came into someMethod, using "this" specifies using the instance variable rather than the local method variable. Instantiate this class using:
<syntaxhighlight lang="java">new MyClass();</syntaxhighlight>
 
=={{header|JavaScript}}==
===ES5===
JavaScript is [[wp:Prototype-based programming|prototype-based]], so it doesn't have classes per se. Thinking in classes when coding JavaScript will only hinder you in the long run, but here's an example of JavaScript OO:
 
<langsyntaxhighlight lang="javascript">//Constructor function.
function Car(brand, weight) {
this.brand = brand;
Line 810 ⟶ 2,045:
alert(cars[i].brand + " " + cars[i].weight + " " + cars[i].size + ", " +
(cars[i] instanceof Car) + " " + (cars[i] instanceof Truck));
}</langsyntaxhighlight>
The alerts shows us:
<pre>
Line 818 ⟶ 2,053:
The reason Car shows as instanceof Truck is because we've overwritten Truck.prototype with Car.prototype. It's probably not the best way to do it, but it suffices for most cases.
 
===ES6===
<syntaxhighlight lang="javascript">class Car {
/**
* A few brands of cars
* @type {string[]}
*/
static brands = ['Mazda', 'Volvo'];
 
/**
* Weight of car
* @type {number}
*/
weight = 1000;
 
/**
* Brand of car
* @type {string}
*/
brand;
 
/**
* Price of car
* @type {number}
*/
price;
 
/**
* @param {string} brand - car brand
* @param {number} weight - mass of car
*/
constructor(brand, weight) {
if (brand) this.brand = brand;
if (weight) this.weight = weight
}
 
/**
* Drive
* @param distance - distance to drive
*/
drive(distance = 10) {
console.log(`A ${this.brand} ${this.constructor.name} drove ${distance}cm`);
}
 
/**
* Formatted stats string
*/
get formattedStats() {
let out =
`Type: ${this.constructor.name.toLowerCase()}`
+ `\nBrand: ${this.brand}`
+ `\nWeight: ${this.weight}`;
 
if (this.size) out += `\nSize: ${this.size}`;
 
return out
}
}
 
class Truck extends Car {
/**
* Size of truck
* @type {number}
*/
size;
 
/**
* @param {string} brand - car brand
* @param {number} size - size of car
*/
constructor(brand, size) {
super(brand, 2000);
if (size) this.size = size;
}
}
 
let myTruck = new Truck('Volvo', 2);
console.log(myTruck.formattedStats);
myTruck.drive(40);</syntaxhighlight>
 
Output:
<pre>Type: truck
Brand: Volvo
Weight: 2000
Size: 2
A Volvo Truck drove 40cm</pre>
=={{header|Julia}}==
{{works with|Julia|0.6}}
 
Julia has inheritable types and abstract classes but does not have multiple inheritance.
Multiple dispatch is a core feature of the language.
 
<syntaxhighlight lang="julia">abstract type Mammal end
habitat(::Mammal) = "planet Earth"
 
struct Whale <: Mammal
mass::Float64
habitat::String
end
Base.show(io::IO, ::Whale) = print(io, "a whale")
habitat(w::Whale) = w.habitat
 
struct Wolf <: Mammal
mass::Float64
end
Base.show(io::IO, ::Wolf) = print(io, "a wolf")
 
arr = [Whale(1000, "ocean"), Wolf(50)]
println("Type of $arr is ", typeof(arr))
for a in arr
println("Habitat of $a: ", habitat(a))
end</syntaxhighlight>
 
{{output}}
<pre>Type of Mammal[a whale, a wolf] is Array{Mammal,1}
Habitat of a whale: ocean
Habitat of a wolf: planet Earth</pre>
=={{header|Kotlin}}==
<syntaxhighlight lang="scala">class MyClass(val myInt: Int) {
fun treble(): Int = myInt * 3
}
 
fun main(args: Array<String>) {
val mc = MyClass(24)
print("${mc.myInt}, ${mc.treble()}")
}</syntaxhighlight>
 
{{out}}
<pre>
24, 72
</pre>
=={{header|Lasso}}==
In Lasso, a "class" is termed a "type"
 
<syntaxhighlight lang="lasso">
define mytype => type {
data
public id::integer = 0,
public val::string = '',
public rand::integer = 0
 
public onCreate() => {
// "onCreate" runs when instance created, populates .rand
.rand = math_random(50,1)
}
public asString() => {
return 'has a value of: "'+.val+'" and a rand number of "'+.rand+'"'
}
}
 
local(x = mytype)
#x->val = '99 Bottles of beer'
#x->asString // outputs 'has a value of: "99 Bottles of beer" and a rand number of "48"'</syntaxhighlight>
=={{header|LFE}}==
 
<syntaxhighlight lang="lisp">
(defmodule simple-object
(export all))
 
(defun fish-class (species)
"
This is the constructor used internally, once the children and fish id are
known.
"
(let ((habitat '"water"))
(lambda (method-name)
(case method-name
('habitat
(lambda (self) habitat))
('species
(lambda (self) species))))))
 
(defun get-method (object method-name)
"
This is a generic function, used to call into the given object (class
instance).
"
(funcall object method-name))
 
; define object methods
(defun get-habitat (object)
"Get a variable set in the class."
(funcall (get-method object 'habitat) object))
 
(defun get-species (object)
"Get a variable passed when constructing the object."
(funcall (get-method object 'species) object))
</syntaxhighlight>
 
Usage from the LFE REPL:
<syntaxhighlight lang="lisp">
> (slurp '"simple-object.lfe")
#(ok simple-object)
> (set my-fish (fish-class '"Carp"))
#Fun<lfe_eval.10.91765564>
> (get-habitat my-fish)
"water"
> (get-species my-fish)
"Carp"
</syntaxhighlight>
=={{header|Lingo}}==
'''Class definition:'''
<syntaxhighlight lang="lingo">----------------------------------------
-- @desc Class "MyClass"
-- @file parent script "MyClass"
----------------------------------------
 
-- instance variable
property _myvar
 
-- constructor
on new (me)
me._myvar = 23
return me
end
 
-- a method
on doubleAndPrint (me)
me._myvar = me._myvar * 2
put me._myvar
end</syntaxhighlight>
 
'''Instantiation:'''
<syntaxhighlight lang="lingo">foo = script("MyClass").new()
foo.doubleAndPrint()
-- 46</syntaxhighlight>
=={{header|Lisaac}}==
<langsyntaxhighlight Lisaaclang="lisaac">Section Header
 
+ name := SAMPLE;
Line 842 ⟶ 2,303:
sample := SAMPLE.clone;
sample.some_method;
);</langsyntaxhighlight>
 
=={{header|Logtalk}}==
 
The definition of classes in Logtalk require the use of meta-classes. In order to avoid infinite regression, we use here the usual trick of making a class an instance of itself. The class meta-class holds the constructor method, allowing the class to accept a message for creating a new instance. The class itself defines the methods and variables of its instances.
<syntaxhighlight lang="logtalk">:- object(metaclass,
<lang logtalk>
:- object(metaclass,
instantiates(metaclass)).
 
Line 867 ⟶ 2,325:
:- private(state/1).
 
:- end_object.</syntaxhighlight>
</lang>
A simple usage example after compiling and loading the above code:
<syntaxhighlight lang="logtalk">| ?- class::new(Instance, 1).
<lang logtalk>
| ?- class::new(Instance, 1).
Instance = o1
yes
Line 877 ⟶ 2,333:
| ?- o1::method(Value).
Value = 1
yes</syntaxhighlight>
yes
</lang>
 
=={{header|Lua}}==
 
Classes in Lua are implemented with metatables. This doesn't implement a full system, but it gets the basic idea:
<syntaxhighlight lang="lua">myclass = setmetatable({
<lang lua>
myclass = setmetatable({
__index = function(z,i) return myclass[i] end, --this makes class variables a possibility
setvar = function(z, n) z.var = n end
Line 897 ⟶ 2,349:
instance:setvar(6)
 
print(instance.var) -->6</syntaxhighlight>
=={{header|M2000 Interpreter}}==
</lang>
<syntaxhighlight lang="m2000 interpreter">
Class zz {
module bb {
Superclass A {
unique:
counter
}
Superclass B1 {
unique:
counter
}
Superclass B2 {
unique:
counter
}
\\ We can make a group Alfa with a member, another group Beta
\\ Group Beta can't see parent group, but can see own member groups
\\ Group Alfa can see everything in nested groups, in any level,
\\ but can't see inside modules/functions/operator/value/set
Group Alfa {
Group Beta { }
}
Alfa=A
Alfa.Beta=B1
\\ we make 3 groups for marshaling counters
\\ each group get a superclass
Marshal1=A
Marshal2=B1
Marshal3=B2
\\ Now we want to add functionality7
\\ Inc module to add 1 to counter
\\ a Value function to return counter
\\ Without Value a group return a copy
\\ If a group has a value then we can get copy using Group(nameofgroup)
\\ just delete Group Marshal1 and remove Rem when we make Marshal1 using a class function
Group Marshal1 {
Module Inc {
For SuperClass {.counter++}
}
Value {
For SuperClass {=.counter}
}
}
Class AnyMarshal {
Module Inc {
For SuperClass {.counter++}
}
Value {
For SuperClass {=.counter}
}
}
\\ here we merge groups
Rem : Marshal1=AnyMarshal()
Marshal2=AnyMarshal()
Marshal3=AnyMarshal()
\\ So now we see counters (three zero)
Print Marshal1, Marshal2, Marshal3 \\ 0, 0, 0
\\ Now we prepare Alfa and Alfa.Beta groups
Group Alfa {
Group Beta {
Function SuperClass.Counter {
For SuperClass {
=.counter
}
}
}
Module PrintData {
For SuperClass {
Print .counter, This.Beta.SuperClass.Counter()
}
}
}
\\ some marshaling to counters
Marshal1.inc
Marshal2.inc
Marshal2.inc
Marshal3.inc
\\ lets print results
Print Marshal1, Marshal2, Marshal3 \\ 1 2 1
\\ Calling Alfa.PrintData
Alfa.PrintData \\ 1 2
\\ Merging a group in a group make a change to superclass pointer inside group
Alfa.Beta=B2 \\ change supeclass
Alfa.PrintData \\ 1 1
For i=1 to 10 : Marshal3.inc : Next i
Alfa.PrintData \\ 1 11
Alfa.Beta=B1 \\ change supeclass
Alfa.PrintData \\ 1 2
Epsilon=Alfa
Print Valid(@alfa as epsilon), Valid(@alfa.beta as epsilon.beta) \\ -1 -1
Epsilon.PrintData \\ 1 2
Alfa.Beta=B2 \\ change supeclass
Alfa.PrintData \\ 1 11
Epsilon.PrintData \\ 1 2
\\ validation being for top group superclass and all members if are same
\\ but not for inner superclasses. This maybe change in later revisions of language.
Print Valid(@alfa as epsilon), Valid(@alfa.beta as epsilon.beta) \\ -1 0
}
}
Dim A(10)
A(3)=zz()
A(3).bb
 
Report {
there is no super like java super in M2000 when we use inheritance through classes
see Superclass (example SUP) which is something differnent
}
 
 
class Shape {
private:
super.X, super.Y
Function super.toString$(a=10) {
="Shape(" + str$(.super.X,"") + ", " + str$(.super.Y,"") + ")"
}
public:
Module final setPosition (px, py) {
.super.X <= px
.super.Y <= py
}
Function toString$() {
=.super.toString$()
}
}
class MoveShape {
Module MoveRelative(xr, yr) {
.super.X+=xr
.super.Y+=yr
}
}
class Circle as MoveShape as Shape {
private:
radius
public:
Module setRadius (r) {
.radius <= r
}
Function toString$() {
= .super.toString$() + ": Circle(" + str$(.radius,"") + ")"
}
}
 
class Rectangle as MoveShape as Shape {
private:
height, width
public:
Module MoveLeftSide (p as *Rectangle) {
\\ for same type objects private members are like public
for This, p {
.super.X<=..super.X+..width
.super.Y<=..super.Y
}
}
module setDimensions (h,w) {
.height <= h
.width <= w
}
Function toString$() {
= .super.toString$() + ": Rectangle(" + str$(.height,"") + " x " + str$(.width,"") + ")"
}
}
c =Circle()
r = Rectangle()
 
r.setPosition 1, 2
r.setDimensions 50, 50
c.setPosition 3, 4
c.setRadius 10
Print r.tostring$()
Print c.tostring$()
r.MoveRelative 100,100
c.MoveRelative -50,-50
Print r.tostring$()
Print c.tostring$()
 
Report {
wokring with pointers like in c++
pointers in M2000 are objects, so null pointer (pc->0&) isn't a zero, but an empty Group (object)
}
pc->circle()
pr->rectangle()
pr=>setPosition 1, 2
pr=>setDimensions 50, 50
pc=>setPosition 3, 4
pc=>setRadius 10
Print pr=>tostring$()
Print pc=>tostring$()
\\ we can open up to ten objects (from one to ten dots, normaly one to three)
\\ if we use nestef for object {} also we have up to ten objects in total
\\ every for object {} is an area for temporary definitions, after exit from brackets
\\ any new definition erased.
For pr, pc {
.MoveRelative 100,100
..MoveRelative -50,-50
Print .tostring$()
Print ..tostring$()
}
pr2->rectangle()
pr2=>SetDimensions 30, 30
pr2=>MoveLeftSide pr
Print pr2=>toString$()
 
</syntaxhighlight>
=={{header|MATLAB}}==
There are two ways to declare classes in MATLAB: with a classdef or without it. First you must create a folder named after the class type that you are defining with an "@" appended to the front, e.g. "@LinkedList", in your MATLAB root directory. In this folder you put all of the class methods and, if you have it, the classdef. Any MATLAB buitlin methods can be overloaded for any class you define. For example, if you want to overload the "+" operator, create an .m file in the class folder named "plus.m". Furthermore, all class variables have to be generated in the class constructor if a classdef is not going to be used.
Line 908 ⟶ 2,564:
 
GenericClass.m: Class Constructor
<langsyntaxhighlight MATLABlang="matlab">function GenericClassInstance = GenericClass(varargin)
 
if isempty(varargin) %No input arguments
Line 919 ⟶ 2,575:
GenericClassInstance = class(GenericClassInstance,'GenericClass');
end</langsyntaxhighlight>
getValue.m:
<langsyntaxhighlight MATLABlang="matlab">%Get function
function value = getValue(GenericClassInstance)
value = GenericClassInstance.classVariable;
end</langsyntaxhighlight>
setValue.m:
<langsyntaxhighlight MATLABlang="matlab">%Set function
function GenericClassInstance = setValue(GenericClassInstance,newValue)
GenericClassInstance.classVariable = newValue;
end</langsyntaxhighlight>
display.m: This method overloads the "disp()" command
<langsyntaxhighlight MATLABlang="matlab">function display(GenericClassInstance)
disp(sprintf('%f',GenericClassInstance.classVariable));
end</langsyntaxhighlight>
 
Sample Usage:
<langsyntaxhighlight MATLABlang="matlab">>> myClass = GenericClass(3)
3.000000
>> myClass = setValue(myClass,pi)
Line 944 ⟶ 2,600:
ans =
 
3.141592653589793</syntaxhighlight>
</lang>
 
@GenericClass2
GenericClass2.m: This is the classdef, it includes the class constructor as well as class variables and methods.
<langsyntaxhighlight MATLABlang="matlab">classdef GenericClass2
properties
Line 976 ⟶ 2,631:
end %methods
end</langsyntaxhighlight>
getValue.m:
<langsyntaxhighlight MATLABlang="matlab">%Get function
function value = getValue(GenericClassInstance)
value = GenericClassInstance.classVariable;
end</langsyntaxhighlight>
display.m: This method overloads the "disp()" command
<langsyntaxhighlight MATLABlang="matlab">function display(GenericClassInstance)
disp(sprintf('%f',GenericClassInstance.classVariable));
end</syntaxhighlight>
end
</lang>
 
Sample Usage:
<langsyntaxhighlight MATLABlang="matlab">>> myClass = GenericClass2(3)
3.000000
>> setValue(myClass,pi)
Line 996 ⟶ 2,650:
ans =
 
3.141592653589793</syntaxhighlight>
=={{header|MiniScript}}==
</lang>
<syntaxhighlight lang="miniscript">// MiniScript is prototype based
Weapon = { "name": "Sword", "damage": 3 }
Weapon.slice = function()
print "Did " + self.damage + " damage with " + self.name
end function
 
wep = new Weapon // Same as: wep = { "__isa": Weapon }
 
wep.name = "Lance"
 
wep.slice</syntaxhighlight>
=={{header|MiniZinc}}==
MiniZinc does not have classes, but they can be simulated using functions with constraints:
<syntaxhighlight lang="minizinc">% define a Rectangle "class"
var int: Rectangle(var int: width, var int: height) =
let {
var int: this;
constraint Type(this) = Rectangle; %define the "type" of the instance
%define some "instance methods"
constraint area(this) = width*height;
constraint width(this) = width;
constraint height(this) = height;
} in this;
%this enum should contain the list of class names
enum Type = {Rectangle};
function var Type: Type(var int:a);
 
%declare the "instance methods"
function var int: area(var int:this) = let {var int:result;} in result;
function var int: height(var int:a) = let {var int:result;} in result;
function var int: width(var int:a) = let {var int:result;} in result;
 
%create an instance of the "class"
var int: rect = Rectangle(3,4);
var int: area1 = area(rect);
 
solve satisfy;
 
% print the area of the rectangle
output [show(area1),"\n"];</syntaxhighlight>
=={{header|Nanoquery}}==
<syntaxhighlight lang="nanoquery">class MyClass
declare name
// constructors are methods with the same name as the class
def MyClass(name)
this.name = name
end
def getName()
return name
end
end
// instantiate a new MyClass object
inst = new(MyClass, "name string goes here")
// display the name value
println inst.getName()</syntaxhighlight>
=={{header|Nemerle}}==
<syntaxhighlight lang="nemerle">public class MyClass
{
public this() { } // the constructor in Nemerle is always named 'this'
public MyVariable : int
{
get;
set;
}
public MyMethod() : void
{
}
}
 
def myInstance = MyClass(); // no 'new' keyword needed
myInstance.MyVariable = 42; // set MyVariable
System.Console.WriteLine($"My variable is $(myInstance.MyVariable)") // get MyVariable</syntaxhighlight>
=={{header|NetRexx}}==
<syntaxhighlight lang="rexx">class ClassExample
 
properties private -- class scope
foo = int
properties public -- publicly visible
bar = boolean
properties indirect -- generates bean patterns
baz = String()
method main(args=String[]) static -- main method
clsex = ClassExample() -- instantiate
clsex.foo = 42
clsex.baz = 'forty-two'
clsex.bar = 0 -- boolean false
clsex.test(clsex.foo)
clsex.test(clsex.bar)
clsex.test(clsex.baz)
 
method test(s=int)
aap = 1 -- local (stack) variable
say s aap
 
method test(s=String)
noot = 2
say s noot
 
method test(s=boolean)
mies = 3
say s mies</syntaxhighlight>
=={{header|Nim}}==
{{trans|Python}}
<syntaxhighlight lang="nim">type MyClass = object
name: int
 
proc initMyClass(): MyClass =
result.name = 2
 
proc someMethod(m: var MyClass) =
m.name = 1
 
var mc = initMyClass()
mc.someMethod()
 
type
Gender = enum male, female, other
 
MyOtherClass = object
name: string
gender: Gender
age: Natural
 
proc initMyOtherClass(name; gender = female; age = 50): auto =
MyOtherClass(name: name, gender: gender, age: age)
 
var person1 = initMyOtherClass("Jane")
echo person1.name, " ", person1.gender, " ", person1.age # Jane female 50
var person2 = initMyOtherClass("John", male, 23)
echo person2.name, " ", person2.gender, " ", person2.age # John male 23</syntaxhighlight>
=={{header|Oberon-2}}==
{{works with|OO2C|2.1.11}}
<langsyntaxhighlight lang="oberon2">MODULE M;
 
TYPE
Line 1,022 ⟶ 2,816:
END Increment;
 
END M.</langsyntaxhighlight>
 
Exported procedures are marked with an asterisk (*). There is nothing special about the constructor New, it is just a function that returns a new object of type T. The name of the method receiver can also be chosen freely. INC is a predeclared procedure that increments its argument.
=={{header|Objeck}}==
 
<syntaxhighlight lang="objeck">bundle Default {
class MyClass {
@var : Int;
New() {
}
method : public : SomeMethod() ~ Nil {
@var := 1;
}
method : public : SetVar(var : Int) ~ Nil {
@var := var;
}
method : public : GetVar() ~ Int {
return @var;
}
}
class Test {
function : Main(args : String[]) ~ Nil {
inst := MyClass->New();
inst->GetVar()->PrintLine();
inst->SomeMethod();
inst->GetVar()->PrintLine();
inst->SetVar(15);
inst->GetVar()->PrintLine();
}
}
}</syntaxhighlight>
=={{header|Object Pascal}}==
{{works with|Turbo Pascal|6.0}}
:''Note: This is not part of standard Pascal, but Turbo Pascal specific''
 
<langsyntaxhighlight lang="pascal">type
MyClass = object
variable: integer;
Line 1,064 ⟶ 2,891:
instance.done;
dispose(pInstance, done);
end;</langsyntaxhighlight>
 
=={{header|Objective-C}}==
{{works with|GCC}}
 
{{works with|Cocoa}}
{{works with|GNUstep}}
 
 
Interface:
<syntaxhighlight lang="objc">// There are no class variables, so static variables are used.
 
<lang objc>// There are no class variables, so static variables are used.
static int myClassVariable = 0;
 
Line 1,085 ⟶ 2,907:
- (int)variable; // Typical accessor - you should use the same name as the variable
 
@end</langsyntaxhighlight>
 
Implementation:
 
<langsyntaxhighlight lang="objc">@implementation MyClass
 
// Was not declared because init is defined in NSObject
- (instancetype)init
{
if (self = [super init]) {
variable = 0; // not strictly necessary as all instance variables are initialized to zero
}
return self;
}
Line 1,104 ⟶ 2,927:
}
 
@end</langsyntaxhighlight>
 
Using the class:
 
<langsyntaxhighlight lang="objc">// Creating an instance
MyClass *mc = [[MyClass alloc] init];
 
// Sending a message
[mc variable];</syntaxhighlight>
 
// Releasing it. When its reference count goes to zero, it will be deallocated
[mc release];</lang>
 
=={{header|Objeck}}==
<lang objeck>
bundle Default {
class MyClass {
@var : Int;
New() {
}
method : public : SomeMethod() ~ Nil {
@var := 1;
}
method : public : SetVar(var : Int) ~ Nil {
@var := var;
}
method : public : GetVar() ~ Int {
return @var;
}
}
class Test {
function : Main(args : String[]) ~ Nil {
inst := MyClass->New();
inst->GetVar()->PrintLine();
inst->SomeMethod();
inst->GetVar()->PrintLine();
inst->SetVar(15);
inst->GetVar()->PrintLine();
}
}
}
</lang>
 
=={{header|OCaml}}==
<langsyntaxhighlight lang="ocaml">class my_class =
object (self)
val mutable variable = 0
method some_method = variable <- 1
end</langsyntaxhighlight>
 
Using the class:
Line 1,168 ⟶ 2,950:
- : unit = ()
</pre>
=={{header|Oforth}}==
Class creation
<syntaxhighlight lang="oforth">Object Class new: MyClass(att)
MyClass method: initialize(v) v := att ;</syntaxhighlight>
 
Usage : instantiation
<syntaxhighlight lang="oforth">MyClass new("some value")</syntaxhighlight>
=={{header|Ol}}==
Otus Lisp have no classes support.
=={{header|ooRexx}}==
ooRexx classes are defined using directives. Only methods of the class can directly access instance variables to avoid fragile base class
problems, methods can only access variables at the level of the class hierarchy they are defined. ::attribute directives create setter and getter methods that allow instance variables to be accessed in other contexts.
 
<syntaxhighlight lang="oorexx">p = .point~new
c = .circle~new
 
p~print
c~print
 
::class point
::method init
expose x y
use strict arg x = 0, y = 0 -- defaults to 0 for any non-specified coordinates
 
::attribute x
::attribute y
 
::method print
expose x y
say "A point at location ("||x","y")"
 
::class circle subclass point
::method init
expose radius
use strict arg x = 0, y = 0, radius = 0
self~init:super(x, y) -- call superclass constructor
 
::attribute radius
 
::method print
expose radius
say "A circle of radius" radius "centered at location ("||self~x","self~y")"</syntaxhighlight>
=={{header|OxygenBasic}}==
 
<syntaxhighlight lang="oxygenbasic">
 
Class MyObject
 
static int count 'statics are private
 
int a,b,c
bstring s
 
method constructor(int pa,pb,pc)
s="constructed"
a=pa : b=pb : c=pc
count++
end method
 
method destructor()
del s
end method
 
method sum() as int
return a+b+c
end method
 
end class
 
new MyObject v(2,4,6)
 
print "Sum: " v.sum
 
del v
</syntaxhighlight>
=={{header|Oz}}==
Classes are created at runtime and first-class values.
<syntaxhighlight lang="oz">declare
 
<lang oz>declare
class Something
feat
Line 1,195 ⟶ 3,050:
 
%% call a method
{Object increase}</langsyntaxhighlight>
=={{header|Pascal}}==
 
See [[Classes#Delphi | Delphi]]
=={{header|Perl}}==
{{works with|Perl|5.8.6}}
The implementation (there are no declarations) of a class using the [http://search.cpan.org/perldoc?perlobj standard] object system:
<langsyntaxhighlight lang="perl">{
# a class is a package (i.e. a namespace) with methods in it
package MyClass;
Line 1,218 ⟶ 3,074:
$self->{variable} = 1;
}
}</langsyntaxhighlight>
 
This is the same using the [http://search.cpan.org/perldoc?Moose Moose] object system:
<langsyntaxhighlight lang="perl">{
package MyClass;
use Moose;
Line 1,232 ⟶ 3,088:
$self->variable(1);
}
}</langsyntaxhighlight>
 
This is the same class using the [http://search.cpan.org/perldoc?MooseX::Declare MooseX::Declare] extention:
<langsyntaxhighlight lang="perl">use MooseX::Declare;
class MyClass {
has 'variable' => (is => 'rw', default => 0);
Line 1,241 ⟶ 3,097:
$self->variable(1);
}
}</langsyntaxhighlight>
 
All of the above classes can be used the same way:
<langsyntaxhighlight lang="perl">my $instance = MyClass->new; # invoke constructor method
 
$instance->some_method; # invoke method on object instance
# instance deallocates when the last reference falls out of scope</langsyntaxhighlight>
=={{header|Phix}}==
{{libheader|Phix/Class}}
<!--<syntaxhighlight lang="phix">(notonline)-->
<span style="color: #008080;">without</span> <span style="color: #008080;">js</span> <span style="color: #000080;font-style:italic;">-- (else cffi namespaces error, classes not supported by pwa/p2js anyway)</span>
<span style="color: #7060A8;">requires</span> <span style="color: #0000FF;">(</span><span style="color: #008000;">"1.0.2"</span><span style="color: #0000FF;">)</span> <span style="color: #000080;font-style:italic;">-- (free up the temp used in the v.show() call)</span>
<span style="color: #008080;">class</span> <span style="color: #000000;">five</span> <span style="color: #008080;">nullable</span>
<span style="color: #008080;">private</span> <span style="color: #004080;">integer</span> <span style="color: #000000;">n</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">3</span>
<span style="color: #008080;">function</span> <span style="color: #000000;">get_n</span><span style="color: #0000FF;">()</span>
<span style="color: #008080;">return</span> <span style="color: #000000;">n</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #008080;">procedure</span> <span style="color: #000000;">set_n</span><span style="color: #0000FF;">(</span><span style="color: #004080;">integer</span> <span style="color: #000000;">n</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">this</span><span style="color: #0000FF;">.</span><span style="color: #000000;">n</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">n</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">procedure</span>
<span style="color: #008080;">procedure</span> <span style="color: #000000;">show</span><span style="color: #0000FF;">()</span>
<span style="color: #7060A8;">printf</span><span style="color: #0000FF;">(</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"show: n is %d\n"</span><span style="color: #0000FF;">,{</span><span style="color: #000000;">n</span><span style="color: #0000FF;">})</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">procedure</span>
<span style="color: #008080;">function</span> <span style="color: #000000;">five</span><span style="color: #0000FF;">(</span><span style="color: #004080;">integer</span> <span style="color: #000000;">n</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">4</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">printf</span><span style="color: #0000FF;">(</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"constructor five(%d) called\n"</span><span style="color: #0000FF;">,</span><span style="color: #000000;">n</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">this</span><span style="color: #0000FF;">.</span><span style="color: #000000;">n</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">n</span>
<span style="color: #008080;">return</span> <span style="color: #7060A8;">this</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #008080;">procedure</span> <span style="color: #0000FF;">~</span><span style="color: #000000;">five</span><span style="color: #0000FF;">()</span>
<span style="color: #7060A8;">printf</span><span style="color: #0000FF;">(</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"destructor ~five(%d) called\n"</span><span style="color: #0000FF;">,</span><span style="color: #000000;">n</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">procedure</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">class</span>
<span style="color: #000000;">five</span> <span style="color: #000000;">v</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">new</span><span style="color: #0000FF;">({</span><span style="color: #000000;">5</span><span style="color: #0000FF;">})</span>
<span style="color: #7060A8;">assert</span><span style="color: #0000FF;">(</span><span style="color: #000000;">v</span><span style="color: #0000FF;">.</span><span style="color: #000000;">n</span><span style="color: #0000FF;">=</span><span style="color: #000000;">5</span><span style="color: #0000FF;">)</span>
<span style="color: #000000;">v</span><span style="color: #0000FF;">.</span><span style="color: #000000;">n</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">6</span>
<span style="color: #000000;">v</span><span style="color: #0000FF;">.</span><span style="color: #000000;">show</span><span style="color: #0000FF;">()</span>
<span style="color: #000000;">v</span><span style="color: #0000FF;">=</span><span style="color: #004600;">NULL</span>
<!--</syntaxhighlight>-->
{{out}}
<pre>
constructor five(5) called
show: n is 6
destructor ~five(6) called
</pre>
Obviously when n is public then neither get_n() nor set_n() is needed.<br>
When there is no constructor method, new() args get assigned in order, so here n would still become 5.
=={{header|PHL}}==
 
<syntaxhighlight lang="phl">module classes;
=={{header|Perl 6}}==
{{works with|Rakudo|#22 "Thousand Oaks"}}
 
extern printf;
<lang perl6>class Camel { has Int $.humps = 1; }
 
class @MyClass {
my Camel $a .= new;
field @Integer myField { get:get_myField, set:set_myField };
say $a.humps; # Automatically generated accessor method.
 
new [
my Camel $b .= new humps => 2;
this.set_myField(2);
say $b.humps;</lang>
]
 
A more complex example:
@Void method [
 
this.set_myField(this::get_myField + 1);
<lang perl6>class Butterfly {
]
has Int $!age; # The ! twigil makes it private.
};
has Str $.name;
has Str $.color;
has Bool $.wings;
 
multi method new (Str $s) {
Butterfly.bless(*, name => $s, color => 'blue')
}
multi method new (Int $n) {
Butterfly.bless(*, age => $n, name => "Butterfly aged $n")
}
 
submethod BUILD (:$!name = 'Camelia', :$!age = 2, :$!color = 'pink') {
# BUILD is called by bless. Its primary use is to to control
# object initialization.
$!wings = $!age > 1;
}
 
method flap () {
say ($.wings
?? 'Watch out for that hurricane!'
!! 'No wings to flap.');
}
}
 
my Butterfly $a .= new 5;
say "Name: {$a.name}, Color: {$a.color}";
$a.flap;
 
my Butterfly $b .= new 'Osgood', age => 4;
say "Name: {$b.name}, Color: {$b.color}";
$b.flap;</lang>
 
@Integer main [
var obj = new @MyClass;
printf("obj.myField: %i\n", obj::get_myField);
obj::method;
printf("obj.myField: %i\n", obj::get_myField);
return 0;
]</syntaxhighlight>
=={{header|PHP}}==
<langsyntaxhighlight lang="php">class MyClass {
public static $classVar;
public $instanceVar; // can also initialize it here
Line 1,308 ⟶ 3,181:
}
}
$myObj = new MyClass();</langsyntaxhighlight>
 
<!-- TODO ;; 2008-01-24 07:35 fill this in when i get a few spare moments
/*
Line 1,329 ⟶ 3,201:
*/
-->
 
=={{header|PicoLisp}}==
<langsyntaxhighlight PicoLisplang="picolisp">(class +Rectangle)
# dx dy
 
Line 1,338 ⟶ 3,209:
 
(println # Create a rectangle, and print its area
(area> (new '(+Rectangle) 'dx 3 'dy 4)) )</langsyntaxhighlight>
 
=={{header|Pop11}}==
Object system is implemented as a library, so we must first load it.
 
<syntaxhighlight lang="pop11">uses objectclass;
Object system is implemented as a library, so we must first load
it.
 
<lang pop11>uses objectclass;
define :class MyClass;
slot value = 1;
enddefine;</langsyntaxhighlight>
 
Defining class MyClass automatically defines two constructors, newMyClass and consMyClass and slot (instance variable) accessors, so we can immediately start using our new class:
 
<langsyntaxhighlight lang="pop11">;;; Construct instance with default slot values
lvars instance1 = newMyClass();
;;; Construct instance with explicitely given slot values
Line 1,364 ⟶ 3,231:
12 -> value(instance1);
;;; Print it
value(instance1) =></langsyntaxhighlight>
 
We can add methods at any time (even after creating an instance):
 
<langsyntaxhighlight lang="pop11">define :method reset(x : MyClass);
0 -> value(x);
enddefine;
reset(instance1);
;;; Print it
instance1 =></langsyntaxhighlight>
=={{header|Portugol}}==
{{trans|D}}
<syntaxhighlight lang="portugol">
programa {
inclua biblioteca Objetos --> obj
 
// "constructor" returns address of object
funcao inteiro my_class_new(inteiro value) {
inteiro this = obj.criar_objeto()
obj.atribuir_propriedade(this, "variable", value) // add property to object
retorne this
}
 
// "method" takes the address returned by criar_objeto
funcao my_class_some_method(inteiro this) {
my_class_set_variable(this, 1)
}
 
// "setter"
funcao my_class_set_variable(inteiro this, inteiro value) {
obj.atribuir_propriedade(this, "variable", value)
}
 
// "getter"
funcao inteiro my_class_get_variable(inteiro this) {
retorne obj.obter_propriedade_tipo_inteiro(this, "variable")
}
funcao inicio() {
inteiro this = my_class_new(0)
 
escreva("variable = ", my_class_get_variable(this), "\n")
 
my_class_some_method(this)
 
escreva("variable = ", my_class_get_variable(this), "\n")
 
my_class_set_variable(this, 99)
 
escreva("variable = ", my_class_get_variable(this), "\n")
 
obj.liberar_objeto(this)
}
}
 
</syntaxhighlight>
=={{header|PowerShell}}==
{{works with|PowerShell|2}}
Prior to PowerShell 5, native class definition was not supported in PowerShell. But you could define classes in PowerShell using C#, JavaScript, or VisualBasic.
<syntaxhighlight lang="powershell">
Add-Type -Language CSharp -TypeDefinition @'
public class MyClass
{
public MyClass()
{
}
public void SomeMethod()
{
}
private int _variable;
public int Variable
{
get { return _variable; }
set { _variable = value; }
}
public static void Main()
{
// instantiate it
MyClass instance = new MyClass();
// invoke the method
instance.SomeMethod();
// set the variable
instance.Variable = 99;
// get the variable
System.Console.WriteLine( "Variable=" + instance.Variable.ToString() );
}
}
'@
</syntaxhighlight>
{{works with|PowerShell|5}}
<br>
<b>Basic syntax</b>
<syntaxhighlight lang="powershell">
class MyClass
{
[type]$MyProperty1
[type]$MyProperty2 = "Default value"
# Constructor
MyClass( [type]$MyParameter1, [type]$MyParameter2 )
{
# Code
}
# Method ( [returntype] defaults to [void] )
[returntype] MyMethod( [type]$MyParameter3, [type]$MyParameter4 )
{
# Code
}
}
</syntaxhighlight>
<b>Example class</b>
<syntaxhighlight lang="powershell">
class Banana
{
# Properties
[string]$Color
[boolean]$Peeled
# Default constructor
Banana()
{
$This.Color = "Green"
}
# Constructor
Banana( [boolean]$Peeled )
{
$This.Color = "Green"
$This.Peeled = $Peeled
}
# Method
Ripen()
{
If ( $This.Color -eq "Green" ) { $This.Color = "Yellow" }
Else { $This.Color = "Brown" }
}
# Method
[boolean] IsReadyToEat()
{
If ( $This.Color -eq "Yellow" -and $This.Peeled ) { return $True }
Else { return $False }
}
}
</syntaxhighlight>
<b>Using the example class</b>
<syntaxhighlight lang="powershell">
$MyBanana = [banana]::New()
$YourBanana = [banana]::New( $True )
$YourBanana.Ripen()
If ( -not $MyBanana.IsReadyToEat() -and $YourBanana.IsReadyToEat() )
{ $MySecondBanana = $YourBanana }
</syntaxhighlight>
=={{header|Processing}}==
<syntaxhighlight lang="java">class ProgrammingLanguage
{
// instance variable:
private String name;
// constructor (let's use it to give the instance variable a value):
public ProgrammingLanguage(String name)
{
this.name = name;
// note use of "this" to distinguish the instance variable from the argument
}
// a method:
public void sayHello()
{
println("Hello from the programming language " + name);
// the method has no argument or local variable called "name", so we can omit the "this"
}
}</syntaxhighlight>
How to use it:
<syntaxhighlight lang="java">// instantiate the class:
ProgrammingLanguage processing = new ProgrammingLanguage("Processing");
 
// call the method:
processing.sayHello();</syntaxhighlight>
{{out}}
<pre>Hello from the programming language Processing</pre>
=={{header|PureBasic}}==
===Generic version===
<lang PureBasic>Interface OO_Interface ; Interface for any value of this type
<syntaxhighlight lang="purebasic">Interface OO_Interface ; Interface for any value of this type
Get.i()
Set(Value.i)
Line 1,430 ⟶ 3,469:
*Foo\Set(341)
MessageRequester("Info", "Foo = " + *Foo\ToString() )
*Foo\Destroy()</langsyntaxhighlight>
 
===Simple OOP Version===
=={{header|Python}}==
Using the open-source precompiler [http://www.development-lounge.de/viewtopic.php?t=5915 SimpleOOP].
<syntaxhighlight lang="purebasic">Class Foo
Private Value.i
BeginPublic
Method Init()
; Any needed code goes here
EndMethod
Method Release()
; Any code befoe freeing the object goes here
EndMethod
Method Get()
MethodReturn This\Value
EndMethod
Method Set(n)
This\Value = n
EndMethod
Method.s ToString()
MethodReturn Str(This\Value)
EndMethod
EndPublic
EndClass
 
;- Test the code
<lang python>class MyClass:
*Demo.foo = NewObject.foo()
*Demo\Set(4)
MessageRequester("Info", "Val= " + *Demo\ToString())</syntaxhighlight>
=={{header|Python}}==
<syntaxhighlight lang="python">class MyClass:
name2 = 2 # Class attribute
 
Line 1,471 ⟶ 3,541:
print person1.age # Raises AttributeError exception!
person2 = MyOtherClass("Jane", "Female", 23)
print person2.name, person2.gender, person2.age # "Jane Female 23"</langsyntaxhighlight>
 
Python allows for very flexible argument passing including normal named parameters, defaulted/optional named parameters, up to one "varargs" tuple, and any number of keywords arguments (which are all passed in the form of a single dictionary (associative array), and any non-ambiguous combination of these). All types of argument passing for functions can also be used for object instantiation/initialization (passed to the special ''__init__()'' method) as shown.
Line 1,477 ⟶ 3,547:
New-style classes inherit from "object" or any descendant of the "object" class:
 
<langsyntaxhighlight lang="python">class MyClass(object):
...</langsyntaxhighlight>
 
These "new-style" classes support some features which were unavailable in "classic classes". New features include a ''__new__()'' with lower level control over object instantiation, metaclass support, static methods, class methods, "properties" (managed attributes) and "slots" (attribute restrictions).
 
=={{header|R}}==
R has (at least) 5 different object oriented systems. S3 and S4 correspond to different versions of the S language, from which R was derived. See, for example, [http://www.r-project.org/conferences/useR-2004/Keynotes/Leisch.pdf this presentation by Freidrich Leisch] for a more thorough introduction to S3 and S4 classes. Both these class systems are in use, and ship with the standard R distribution. The [http://www.omegahat.org/RSOOP/ OOP], [http://cran.r-project.org/web/packages/R.oo/index.html R.oo] and [http://cran.r-project.org/web/packages/proto/index.html proto] packages provide other systems.
 
===S3===
S3 provides a very simple class system designed to be easily used interactively.
<langsyntaxhighlight Rlang="r">#You define a class simply by setting the class attribute of an object
circS3 <- list(radius=5.5, centre=c(3, 4.2))
class(circS3) <- "circle"
Line 1,498 ⟶ 3,568:
type="l", ...)
}
plot(circS3)</langsyntaxhighlight>
 
===S4===
S4 is a more formal class system that provides validity checking and a way to define different methods for different input signatures.
<langsyntaxhighlight Rlang="r">setClass("circle",
representation(
radius="numeric",
Line 1,524 ⟶ 3,595:
type="l", ...)
})
plot(circS4)</langsyntaxhighlight>
=={{header|Racket}}==
 
Racket programs heavily use functions, but classes and objects are available as well:
 
<syntaxhighlight lang="racket">
#lang racket
 
(define fish%
(class object%
(super-new)
 
;; an instance variable & constructor argument
(init-field size)
 
;; a new method
(define/public (eat)
(displayln "gulp!"))))
 
;; constructing an instance
(new fish% [size 50])
</syntaxhighlight>
=={{header|Raku}}==
(formerly Perl 6)
{{works with|Rakudo|2015.12}}
<syntaxhighlight lang="raku" line>class Camel { has Int $.humps = 1; }
 
my Camel $a .= new;
say $a.humps; # Automatically generated accessor method.
 
my Camel $b .= new: humps => 2;
say $b.humps;</syntaxhighlight>
 
A more complex example:
 
<syntaxhighlight lang="raku" line>class Butterfly {
has Int $!age; # With the ! twigil, no public accessor method is generated
has Str $.name;
has Str $.color;
has Bool $.wings;
 
submethod BUILD(:$!name = 'Camelia', :$!age = 2, :$!color = 'pink') {
# BUILD is called by bless. Its primary use is to to control
# object initialization.
$!wings = $!age > 1;
}
 
method flap() {
say ($.wings
?? 'Watch out for that hurricane!'
!! 'No wings to flap.');
}
}
 
my Butterfly $a .= new: age => 5;
say "Name: {$a.name}, Color: {$a.color}";
$a.flap;
 
my Butterfly $b .= new(name => 'Osgood', age => 4);
say "Name: {$b.name}, Color: {$b.color}";
$b.flap;</syntaxhighlight>
=={{header|RapidQ}}==
<syntaxhighlight lang="rapidq">TYPE MyClass EXTENDS QObject
Variable AS INTEGER
 
CONSTRUCTOR
Variable = 0
END CONSTRUCTOR
 
SUB someMethod
MyClass.Variable = 1
END SUB
END TYPE
 
' create an instance
DIM instance AS MyClass
 
' invoke the method
instance.someMethod</syntaxhighlight>
=={{header|Raven}}==
Build classes:
<syntaxhighlight lang="raven">class Alpha
'I am Alpha.' as greeting
define say_hello
greeting print
 
class Beta extend Alpha
'I am Beta!' as greeting</syntaxhighlight>
 
Execute classes to create objects:
<syntaxhighlight lang="raven">Alpha as alpha
Beta as beta</syntaxhighlight>
 
Call methods:
<syntaxhighlight lang="raven">alpha.say_hello
beta.say_hello</syntaxhighlight>
 
Result:
<syntaxhighlight lang="raven">I am Alpha.
I am Beta!</syntaxhighlight>
=={{header|REALbasic}}==
This class "contains" a number ('TheNumber'). The Number methods allow read and write access to the number, and provide an example of method overloading as well as use of the "Assigns" keyword.
 
<syntaxhighlight lang="vb">
Class NumberContainer
Private TheNumber As Integer
Sub Constructor(InitialNumber As Integer)
TheNumber = InitialNumber
End Sub
 
Function Number() As Integer
Return TheNumber
End Function
 
Sub Number(Assigns NewNumber As Integer)
TheNumber = NewNumber
End Sub
End Class
</syntaxhighlight>
 
<syntaxhighlight lang="vb">
Dim num As New NumberContainer(1) ' call the constructor
num.Number = num.Number + 5 ' call both Number methods
</syntaxhighlight>
=={{header|REBOL}}==
<langsyntaxhighlight REBOLlang="rebol">rebol [
Title: "Classes"
Author: oofoe
Date: 2009-12-11
URL: http://rosettacode.org/wiki/Classes
]
Line 1,567 ⟶ 3,758:
 
print "Howdy, Pecos!" pecos/hi
print "Tell us about yourself?" pecos/boast</langsyntaxhighlight>
 
Output:
 
{{out}}
<pre>Say 'hello', boys:
Tex : Howdy!
Line 1,582 ⟶ 3,772:
[[wp:Pecos_Bill|Context...]]
 
=={{header|RapidQRhovas}}==
 
Rhovas has both structs and classes. [https://rhovas.dev/learn/tour/#structs Structs] are used for structured data (e.g. Kotlin data classes or Java records) however have some additional restrictions like fields always being part of the API (see earlier link).
<lang rapidq>TYPE MyClass EXTENDS QObject
Variable AS INTEGER
 
An example of a struct for (<code>Decimal</code>) <code>Vector</code>s. Some notes:
CONSTRUCTOR
* Fields are often mutable (<code>var</code>) and use mutability permissions to represent immutable structs rather than defining immutable fields directly.
Variable = 0
* Methods are defined with a first parameter of <code>this</code>. The type is optional, but can be specified to support more nuanced subtypes as needed (e.g. with generics).
END CONSTRUCTOR
 
<syntaxhighlight lang="scala">
SUB someMethod
struct Vector {
MyClass.Variable = 1
ENDvar SUBx: Decimal;
var y: Decimal;
END TYPE
 
func magnitude(this): Decimal {
' create an instance
return Math.sqrt(this.x * this.x + this.y * this.y);
DIM instance AS MyClass
}
}
</syntaxhighlight>
 
The next step up from structs are classes. [https://rhovas.dev/learn/tour/#classes Classes] support the full range of Object-Oriented capabilities (e.g. encapsulation and inheritance) and are primarily for maintaining invariants.
' invoke the method
instance.someMethod</lang>
 
For example, a hypothetical <code>UnitVector</code> class has an invariant between <code>x</code> and <code>y</code>, requiring a direction with non-zero magnitude. One option is to use a class to maintain that invariant:
=={{header|Raven}}==
* The example below uses immutable fields and validates the invariant in the constructor, but in practice there would be mutation involved.
* <code>require direct.x != 0.0 ...</code> validates preconditions for the direction <code>Vector</code>.
* <code>this { x: ..., y: ... };</code> initializes object fields in a single action to prevent partially constructed instances from being leaked (which would break invariants) and is less restrictive than similar constructors in Kotlin/Java.
 
<syntaxhighlight lang="scala">
Build classes:
class UnitVector {
val x: Decimal;
val y: Decimal;
 
init(direction: Vector) {
<lang raven>class Alpha
require direction.x != 0.0 || direction.y != 0.0;
'I am Alpha.' as greeting
val magnitude = direction.magnitude();
define say_hello
this { x: direction.x / magnitude, y: direction.y / magnitude };
greeting print
}
}
</syntaxhighlight>
 
=={{header|Ring}}==
class Beta extend Alpha
'I am Beta!' as greeting</lang>
 
ExecuteSimple classesprogram to define class and create objects:an object
 
<syntaxhighlight lang="ring">
<lang raven>Alpha as alpha
New point { x=10 y=20 z=30 print() }
Beta as beta</lang>
Class Point x y z func print see x + nl + y + nl + z + nl
</syntaxhighlight>
 
The previous program can be written in another way
Call methods:
 
<syntaxhighlight lang="ring">
<lang raven>alpha.say_hello
New point # create new object using the point class
beta.say_hello</lang>
{ # access the new object attributes and methods
x = 10 # set the x attribute to 10
y = 20 # set the y attribute to 20
z = 30 # set the z attribute to 30
print() # call the print method
} # end of object access
 
Result:
 
<lang raven>I am Alpha.
I am Beta!</lang>
 
=={{header|REXX}}==
REXX isn't an object orientated language, but there are OOREXX languages.
 
Class Point # define the Point class
x y z # the class contains three attributes x, y & z
func print # define the print method
see x + nl + # print the x attribute
y + nl + # print the y attribute
z + nl # print the z attribute
</syntaxhighlight>
=={{header|Ruby}}==
<syntaxhighlight lang="ruby">class MyClass
 
<lang ruby>class MyClass
@@class_var = []
 
def initialize
# 'initialize' is the constructor method invoked during 'MyClass.new'
@instance_var = 0
end
 
def some_methodadd_1
@instance_var += 1
@@class_var << Time.now
end
 
def self.class_method
# ...
end
 
# another way to define class methods: define an instance method in this class object's singleton class
class << self
def another_class_method
# ...
end
end
end
my_class = MyClass.new #allocates an object and calls it's initialize method, then returns it.
</syntaxhighlight>
=={{header|Rust}}==
<syntaxhighlight lang="rust">
struct MyClass {
variable: i32, // member variable = instance variable
}
 
myclass =impl MyClass.new</lang> {
// member function = method, with its implementation
fn some_method(&mut self) {
self.variable = 1;
}
 
// constructor, with its implementation
fn new() -> MyClass {
// Here could be more code.
MyClass { variable: 0 }
}
}
 
fn main () {
// Create an instance in the stack.
let mut instance = MyClass::new();
 
// Create an instance in the heap.
let mut p_instance = Box::new(MyClass::new());
 
// Invoke method on both istances,
instance.some_method();
p_instance.some_method();
 
// Both instances are automatically deleted when their scope ends.
}
</syntaxhighlight>
=={{header|Sather}}==
<langsyntaxhighlight lang="sather">class CLASSTEST is
readonly attr x:INT; -- give a public getter, not a setter
private attr y:INT; -- no getter, no setter
Line 1,682 ⟶ 3,908:
return y + s;
end;
end;</langsyntaxhighlight>
 
<langsyntaxhighlight lang="sather">class MAIN is
main is
test ::= #CLASSTEST(1, 2, 3);
Line 1,695 ⟶ 3,921:
#OUT + test.getPrivateY(0) + "\n";
end;
end;</langsyntaxhighlight>
 
=={{header|Scala}}==
Scala iscan be highly object-oriented and suchif so athe task is trivial. In some cases the constructor and instance variables do not have to be explicitly declared; this example shows two ways each to make constructors and instance variables.
<syntaxhighlight lang="scala">/** This class implicitly includes a constructor which accepts an Int and
<lang Scala>/**
* creates "val variable1: Int" with that value.
* This class implicitly includes a constructor which accepts an int and
* creates "val variable1: Int" with that value.
*/
class MyClass(variable1val myMethod: Int) { // Acts like a getter, getter automatically generated.
var variable2 = "asdf" // Another instance variable; a public var this time
def this() = this(0) // An auxilliary constructor that instantiates with a default value
def myMethod = variable1 // A getter for variable1
}
 
object HelloObject {
/**
val s = "Hello" // Not private, so getter auto-generated
* Demonstrate use of our example class.
*/
object Main extends Application {
val m = new MyClass()
val n = new MyClass(3)
println(m.myMethod) // prints 0
println(n.myMethod) // prints 3
}
</lang>
 
/** Demonstrate use of our example class.
*/
object Call_an_object_method extends App {
val s = "Hello"
val m = new MyClass()
val n = new MyClass(3)
 
println(HelloObject.s) // prints "Hello" by object getterHelloObject
 
println(m.myMethod) // prints 0
println(n.myMethod) // prints 3
}</syntaxhighlight>
=={{header|Scheme}}==
From [http://mitpress.mit.edu/sicp/full-text/book/book-Z-H-20.html#%_sec_3.1.1 Structure and Interpretation of Computer Programs]
<langsyntaxhighlight Schemelang="scheme"> (define (withdraw amount)
(if (>= balance amount)
(begin (set! balance (- balance amount))
Line 1,735 ⟶ 3,963:
(else (error "Unknown request -- MAKE-ACCOUNT"
m))))
dispatch)</langsyntaxhighlight>
=={{header|Sidef}}==
<syntaxhighlight lang="ruby">class MyClass(instance_var) {
method add(num) {
instance_var += num;
}
}
 
var obj = MyClass(3); # `instance_var` will be set to 3
obj.add(5); # calls the add() method
say obj.instance_var; # prints the value of `instance_var`: 8</syntaxhighlight>
=={{header|Simula}}==
As the first object-oriented language, Simula introduced both the term <tt>class</tt> and the <tt>object.method(arguments)</tt> syntax that many other languages on this page employ. Notice that the object must be declared using <tt>ref</tt> (reference, i.e. pointer) before it can be instantiated.
<syntaxhighlight lang="simula">BEGIN
CLASS MyClass(instanceVariable);
INTEGER instanceVariable;
BEGIN
PROCEDURE doMyMethod(n);
INTEGER n;
BEGIN
Outint(instanceVariable, 5);
Outtext(" + ");
Outint(n, 5);
Outtext(" = ");
Outint(instanceVariable + n, 5);
Outimage
END;
END;
REF(MyClass) myObject;
myObject :- NEW MyClass(5);
myObject.doMyMethod(2)
END</syntaxhighlight>
{{out}}
<pre> 5 + 2 = 7</pre>
=={{header|Slate}}==
Slate objects operate as prototypes with multi-methods:
<langsyntaxhighlight lang="slate">prototypes define: #MyPrototype &parents: {Cloneable} &slots: #(instanceVar).
MyPrototype traits addSlot: #classVar.
 
Line 1,750 ⟶ 4,010:
[
x instanceVar = 1 /\ (x classVar = 3)
].</langsyntaxhighlight>
 
=={{header|Smalltalk}}==
<langsyntaxhighlight lang="smalltalk">Object subclass: #MyClass
instanceVariableNames: 'instanceVar'
classVariableNames: 'classVar'
Line 1,767 ⟶ 4,026:
^self instanceVar = 1; classVar = 3 ! !
 
MyClass new someMethod!</langsyntaxhighlight>
 
=={{header|SuperCollider}}==
<syntaxhighlight lang="supercollider">
 
<lang SuperCollider>MyClass {
classvar someVar, <another, <>thirdVar; // Class variables.
var <>something, <>somethingElse; // Instance variables.
// Note: variables are private by default. In the above, "<" enables getting, ">" enables setting
 
*new {
^super.new.init // constructor is a class method. typically calls some instance method to set up, here "init"
}
 
SpecialObject {
init {
something = thirdVar.squared;
somethingElse = this.class.name;
}
 
classvar a = 42, <b = 0, <>c; // Class variables. 42 and 0 are default values.
*aClassMethod {
var <>x, <>y; // Instance variables.
^ someVar + thirdVar // The "^" means to return the result. If not specified, then the object itself will be returned ("^this")
// Note: variables are private by default. In the above, "<" creates a getter, ">" creates a setter
}
 
*new { |value|
anInstanceMethod {
^super.new.init(value) // constructor is a class method. typically calls some instance method to set up, here "init"
something = something + 1;
}
}
 
init { |value|
}</lang>
x = value;
y = sqrt(squared(a) + squared(b))
}
 
// a class method
*randomizeAll {
a = 42.rand;
b = 42.rand;
c = 42.rannd;
}
 
// an instance method
coordinates {
^Point(x, y) // The "^" means to return the result. If not specified, then the object itself will be returned ("^this")
}
 
 
}
 
 
 
</syntaxhighlight>
 
Call it:
 
<syntaxhighlight lang="supercollider">
SpecialObject.randomizeAll;
a = SpecialObject(8);
a.coordinates;
</syntaxhighlight>
=={{header|Swift}}==
<syntaxhighlight lang="swift">class MyClass{
 
// stored property
var variable : Int
 
/**
* The constructor
*/
init() {
self.variable = 42
}
 
/**
* A method
*/
func someMethod() {
self.variable = 1
}
}</syntaxhighlight>
Instantiate this class using:
<syntaxhighlight lang="swift">MyClass()</syntaxhighlight>
=={{header|Tcl}}==
{{works with|Tcl|8.6}} or {{libheader|TclOO}}
<langsyntaxhighlight Tcllang="tcl">package require TclOO
oo::class create summation {
variable v
Line 1,818 ⟶ 4,118:
puts "Add $i to get [$sum add $i]"
}
$sum destroy</langsyntaxhighlight>
=={{header|TIScript}}==
TIScript is [[wp:Prototype-based programming|prototype-based]] and yet it has classes. Object that was created as an instance of one class can be transformed to the instance of another class by changing its obj.prototype field.
 
<syntaxhighlight lang="javascript">class Car
{
//Constructor function.
function this(brand, weight, price = 0) {
this.brand = brand;
this.weight = weight || 1000; // Resort to default value (with 'or' notation).
this._price = price;
}
property price(v) // computable property, special kind of member function
{
get { return this._price; } // getter section
set { this._price = v; } // setter section
}
function toString() { // member function, method of a Car.
return String.printf("<%s>",this.brand);
}
}
 
class Truck : Car
{
function this(brand, size) {
super(brand, 2000); // Call of constructor of super class (Car here)
this.size = size; // Custom property for just this object.
}
}
 
var cars = [ // Some example car objects.
new Car("Mazda"),
new Truck("Volvo", 2, 30000)
];
for (var (i,car) in cars) // TIScript allows enumerate indexes and values
{
stdout.printf("#%d %s $%d %v %v, %v %v", i, car.brand, car.price, car.weight, car.size,
car instanceof Car, car instanceof Truck);
}</syntaxhighlight>
{{out}} from console :
<pre>
#1 Mazda 1000 $0 undefined, true false
#2 Volvo 2000 $30000 2, true true
</pre>
=={{header|Transd}}==
<syntaxhighlight lang="scheme">#lang transd
 
class Point : {
x: Double(),
y: Double(),
@init: (λ v Vector<Double>() (= x (get v 0)) (= y (get v 1))),
print: (λ (textout "Point(" x "; " y ")\n" ))
}
 
MainModule: {
v_: [[1.0, 2.0], [3.0, 4.0]],
 
_start: (λ
// creating an instance of class
(with pt Point([5.0, 6.0])
// calling a class' method
(print pt)
)
 
// creating several instances using data deserialization
(with v Vector<Point>(v_)
(for p in v do (print p))
) )
}</syntaxhighlight>
{{out}}
<pre>
Point(5; 6)
Point(1; 2)
Point(3; 4)
</pre>
=={{header|TXR}}==
<syntaxhighlight lang="txrlisp">(defstruct shape ()
cached-area
 
(:init (self)
(put-line `@self is born!`))
 
(:fini (self)
(put-line `@self says goodbye!`))
 
(:method area (self)
(or self.cached-area
(set self.cached-area self.(calc-area)))))
 
(defstruct circle shape
(radius 1.0)
 
(:method calc-area (self)
(* %pi% self.radius self.radius)))
 
(defstruct square shape
(length 1.0)
 
(:method calc-area (self)
(* self.length self.length)))</syntaxhighlight>
 
{{out}}
 
<pre>$ txr -i shapes.tl
1> (let ((s (new circle)))
s.(area))
#S(circle cached-area nil radius nil) is born!
3.14159265358979
2> (sys:gc)
#S(circle cached-area 3.14159265358979 radius 1.0) says goodbye!
t
3></pre>
 
'''Notes:'''
 
* <code>defstruct</code> and <code>new</code> are macros which compile to invocations of the functions <code>make-struct-type</code> and <code>make-struct</code>.
* The <code>obj.fun(x, y)</code> syntax is "halfway Lispified", and looks like <code>obj.(fun x y)</code>. This denotes a method call: the function <code>fun</code> is retrieved from the object, and passed the arguments <code>(obj x y)</code>.
* The notation <code>obj.[fun x y]</code> is similar, but will '''not''' pass <code>obj</code> to fun; it is for calling static functions (class utility functions that don't require an instance).
* <code>a.b.c.d</code> in TXR Lisp is a syntactic sugar for the expression <code>(qref a b c d)</code>, where the elements may be compound expressions. Thus <code>obj.(a b).c</code> is <code>(qref obj (a b) c)</code>.
* There must be no whitespace around the dot: <code>(a . b)</code> is the consing dot whereas <code>(a.b)</code> is the syntax <code>((qref a b))</code>.
* Ambiguity with floating-point numbers isn't allowed. For instance, <code>a.b.1</code> elicits an error from the parser (lexical scanner actually).
=={{header|UNIX Shell}}==
{{works with|ksh93}}
ksh93 has "type variables" which essentially declares a class.
<syntaxhighlight lang="bash">typeset -T Summation_t=(
integer sum
 
# the constructor
function create {
_.sum=0
}
 
# a method
function add {
(( _.sum += $1 ))
}
)
 
Summation_t s
for i in 1 2 3 4 5; do
s.add $i
done
print ${s.sum}</syntaxhighlight>
=={{header|Vala}}==
<syntaxhighlight lang="vala">public class MyClass : Object {
// Instance variable
public int variable;
// Method
public void some_method() {
variable = 24;
}
// Constructor
public MyClass() {
variable = 42;
}
}
void main() {
// Class instance
MyClass instance = new MyClass();
print("%d\n", instance.variable);
instance.some_method();
print("%d\n", instance.variable);
instance.variable = 84;
print("%d\n", instance.variable);
}</syntaxhighlight>
=={{header|VBA}}==
===Defining a class===
In Visual Basic for Applications a class is defined in a separate Class Module. The name of the class module is the name of the class.
 
For each property you must supply a "Property Let" routine to set the property (or "Property Set" if the property refers to an object), and a "Property Get" function to get the property.
Methods are represented by Functions in the class module.
A class module ''can'' have a constructor - a sub with the special name <code>Class_Initialize</code> - and a destructor with the special name <code>Class_Terminate</code>.
 
This is the contents of a class module "Foo" (like in the Visual Basic .NET example below):
 
<syntaxhighlight lang="vb">Private Const m_default = 10
Private m_bar As Integer
 
Private Sub Class_Initialize()
'constructor, can be used to set default values
m_bar = m_default
End Sub
 
Private Sub Class_Terminate()
'destructor, can be used to do some cleaning up
'here we just print a message
Debug.Print "---object destroyed---"
End Sub
Property Let Bar(value As Integer)
m_bar = value
End Property
 
Property Get Bar() As Integer
Bar = m_bar
End Property
 
Function DoubleBar()
m_bar = m_bar * 2
End Function
 
Function MultiplyBar(x As Integer)
'another method
MultiplyBar = m_bar * x
'Note: instead of using the instance variable m_bar we could refer to the Bar property of this object using the special word "Me":
' MultiplyBar = Me.Bar * x
End Function</syntaxhighlight>
 
===Using an object===
Objects (e.g. of class Foo) are created and used in "normal" modules.
<syntaxhighlight lang="vb">Public Sub foodemo()
'declare and create separately
Dim f As Foo
Dim f0 As Foo
 
Set f = New Foo
 
'set property
f.Bar = 25
'call method
f.DoubleBar
'alternative
Call f.DoubleBar
Debug.Print "f.Bar is "; f.Bar
Debug.Print "Five times f.Bar is "; f.MultiplyBar(5)
 
'declare and create at the same time
Dim f2 As New Foo
Debug.Print "f2.Bar is "; f2.Bar 'prints default value
 
'destroy an object
Set f = Nothing
 
'create an object or not, depending on a random number:
If Rnd() < 0.5 Then
Set f0 = New Foo
End If
'check if object actually exists
If f0 Is Nothing Then
Debug.Print "object f0 does not exist"
Else
Debug.Print "object f0 was created"
End If
'at the end of execution all remaining objects created in this sub will be released.
'this will trigger one or two "object destroyed" messages
'depending on whether f0 was created...
End Sub</syntaxhighlight>
 
{{out}}
<pre>foodemo
f.Bar is 100
Five times f.Bar is 500
f2.Bar is 10
---object destroyed---
object f0 was created
---object destroyed---
---object destroyed---
</pre>
=={{header|Visual Basic .NET}}==
===Defining a class===
<langsyntaxhighlight lang="vbnet">Class Foo
Private m_Bar As Integer
 
Line 1,850 ⟶ 4,407:
End Function
 
End Class</langsyntaxhighlight>
 
===Using an object===
<langsyntaxhighlight lang="vbnet">'Declare and create separately
Dim foo1 As Foo
foo1 = New Foo
Line 1,873 ⟶ 4,431:
'Reading/writing properties
Console.WriteLine(foo4.Bar)
foo4.Bar = 1000</langsyntaxhighlight>
=={{header|Visual FoxPro}}==
Visual FoxPro has a large number of base classes - Session is one of them.
<syntaxhighlight lang="vfp">
LOCAL o1 As MyClass, o2 As MyClass
*!* Instantiate o1
o1 = NEWOBJECT("MyClass")
o1.ShowInstance()
*!* Instantiate o2
o2 = CREATEOBJECT("MyClass", 2)
o2.ShowInstance()
 
 
{{omit from|AWK}}
DEFINE CLASS MyClass As Session
{{omit from|Fortran}}
*!* Custom property (protected)
PROTECTED nInstance
nInstance = 0
 
*!* Constructor
PROCEDURE Init(tnInstance As Integer)
IF VARTYPE(tnInstance) = "N"
THIS.nInstance = tnInstance
ELSE
THIS.nInstance = THIS.nInstance + 1
ENDIF
ENDPROC
 
*!* Custom Method
PROCEDURE ShowInstance
? "Instance", THIS.nInstance
ENDPROC
ENDDEFINE
</syntaxhighlight>
{{out}}
<pre>
Instance 1
Instance 2
</pre>
=={{header|Wren}}==
<syntaxhighlight lang="wren">class Bear {
// Constructs a Bear instance passing it a name
// which is stored in the field _name
// automatically created by Wren.
construct new(name) { _name = name }
// Property to get the name
name { _name }
 
// Method to make a noise.
makeNoise() { System.print("Growl!") }
}
 
// Create a new Bear instance and assign a reference to it
// to the variable b.
var b = Bear.new("Bruno")
 
// Print the bear's name.
System.print("The bear is called %(b.name).")
// Make a noise.
b.makeNoise()</syntaxhighlight>
 
{{out}}
<pre>
The bear is called Bruno.
Growl!
</pre>
 
=={{header|X86-64 Assembly}}==
===UASM 2.52===
Details about the UASM class extention can be found [http://www.terraspace.co.uk/uasm252_ext.pdf here].
<syntaxhighlight lang="asm">
option casemap:none
 
ifndef __SOMECLASS_CLASS__
__SOMECLASS_CLASS__ equ 1
 
;; Once again, HeapAlloc/Free is REQUIRED by the class extention for windows.
;; Malloc/Free are used by Linux and OSX. So the function prototypes have to
;; be defined somewhere. If you have include files where they're defined, just
;; include them in the usual way and remove the option dllimports.
if @Platform eq 1 ;; Windows 64
;; include windows.inc
;; includelib kernel32.lib
option dllimport:<kernel32>
HeapAlloc proto :qword, :dword, :qword
HeapFree proto :qword, :dword, :qword
ExitProcess proto :dword
GetProcessHeap proto
option dllimport:none
exit equ ExitProcess
elseif @Platform eq 3 ;; Linux 64
;;include libc.inc
malloc proto SYSTEMV :qword
free proto SYSTEMV :qword
exit proto SYSTEMV :dword
endif
 
printf proto :qword, :VARARG
 
CLASS someClass
CMETHOD someMethod
ENDMETHODS
var dd ?
ENDCLASS
 
;; The OS' ABI has an effect on this class extention. That is, the class self pointetr
;; is usually refferenced in the first arg register. So for Windows it would be rcx and
;; Linux would be rdi. So to write code that will assemble on both we use a register
;; that ISN'T used to pass arguments in either ABI(Not sure about OSX's ABI however)
METHOD someClass, Init, <VOIDARG>, <>, a:dword
mov rbx, thisPtr
assume rbx:ptr someClass
mov [rbx].var, a
mov rax, rbx
assume rbx:nothing
ret
ENDMETHOD
 
METHOD someClass, someMethod, <dword>, <>
mov rbx, thisPtr
assume rbx:ptr someClass
mov eax, [rbx].var
assume rbx:nothing
ret
ENDMETHOD
 
METHOD someClass, Destroy, <VOIDARG>, <>
ret
ENDMETHOD
endif ;; __CLASS_CLASS_
 
.code
main proc
local meh:ptr someClass
;; Create a new instance of someClass with an arg of 7
mov meh, _NEW(someClass, 7)
meh->someMethod() ;;Get meh->var value and return it in RAX
invoke printf, CSTR("class->someMethod = %i",10), rax
_DELETE(meh) ;; DIIIIIIIE!
invoke exit, 0 ;; Crashy crashy without it.
ret
main endp
 
end
</syntaxhighlight>
{{out}}
<pre>
class->someMethod = 7
</pre>
=={{header|XBS}}==
<syntaxhighlight lang="xbs">class Person {
construct=func(self,Name,Age,Gender){
self:Name=Name;
self:Age=Age;
self:Gender=Gender;
}{Name="John",Age=20,Gender="Male"};
ToString=func(self){
send self.Name+" ("+self.Gender+"): Age "+self.Age;
}
}
 
set John = new Person with [];
log(John::ToString());
set Jane = new Person with ["Jane",20,"Female"]
log(Jane::ToString());</syntaxhighlight>
{{out}}
<pre>
John (Male): Age 20
Jane (Female): Age 20
</pre>
=={{header|XLISP}}==
<syntaxhighlight lang="xlisp">(DEFINE-CLASS PROGRAMMING-LANGUAGE
(INSTANCE-VARIABLES NAME YEAR))
 
(DEFINE-METHOD (PROGRAMMING-LANGUAGE 'INITIALIZE X)
(SETQ NAME X)
SELF)
 
(DEFINE-METHOD (PROGRAMMING-LANGUAGE 'WAS-CREATED-IN X)
(SETQ YEAR X))
 
(DEFINE-METHOD (PROGRAMMING-LANGUAGE 'DESCRIBE)
`(THE PROGRAMMING LANGUAGE ,NAME WAS CREATED IN ,YEAR))
 
(DEFINE LISP (PROGRAMMING-LANGUAGE 'NEW 'LISP))
 
(LISP 'WAS-CREATED-IN 1958)
 
(DISPLAY (LISP 'DESCRIBE))
(NEWLINE)</syntaxhighlight>
{{out}}
<pre>(THE PROGRAMMING LANGUAGE LISP WAS CREATED IN 1958)</pre>
=={{header|zkl}}==
<syntaxhighlight lang="zkl">class C{ // define class named "C", no parents or attributes
println("starting construction"); // all code outside functions is wrapped into the constructor
var v; // instance data for this class
fcn init(x) // initializer for this class, calls constructor
{ v = x }
println("ending construction of ",self);
}
c1:=C(5); // create a new instance of C
c2:=c1("hoho"); // create another instance of C
println(C.v," ",c1.v," ",c2.v);</syntaxhighlight>
{{out}}
<pre>
starting construction
ending construction of Class(C)
starting construction
ending construction of Class(C)
Void 5 hoho
</pre>
<syntaxhighlight lang="zkl">C.__constructor(); // run base class constructor for giggles
C.init(456); // initialize base class without creating instance
println(C.v," ",c1.v);</syntaxhighlight>
{{out}}
<pre>
starting construction
ending construction of Class(C)
starting construction
ending construction of Class(C)
456 5
</pre>
=={{header|zonnon}}==
<syntaxhighlight lang="zonnon">
module Graphics;
type
{ref,public} (* class *)
Point = object(ord,abs: integer)
var
(* instance variables *)
{public,immutable} x,y: integer;
 
(* method *)
procedure {public} Ord():integer;
begin
return y
end Ord;
 
(* method *)
procedure {public} Abs():integer;
begin
return x
end Abs;
 
(* constructor *)
begin
self.x := ord;
self.y := abs;
end Point;
end Graphics.
 
module Main;
import Graphics;
var
p: Graphics.Point;
 
procedure Write(p: Graphics.Point);
begin
writeln('[':1,p.x:3,',':1,p.y:3,']':1)
end Write;
 
begin
p := new Graphics.Point(12,12);
Write(p);
writeln("Abs: ":4,p.Abs():3," Ord: ":5,p.Ord():3);
end Main.
</syntaxhighlight>
{{out}}
<pre>
[ 12, 12]
Abs: 12 Ord: 12
</pre>
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{{omit from|TI-89 BASIC}} <!-- Does not have user-defined types/classes. -->
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