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Programming paradigms

Vlad Mezen

Created on May 15, 2023

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Programming paradigms

By Uladzislau Mezen

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Programming paradigms

Programming paradigms are different ways or styles in which a given program or programming language can be organized. Each paradigm consists of certain structures, features, and opinions about how common programming problems should be tackled.

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What a Programming Paradigm is Not

languages or tools

always tied to a specific paradigm

mutually exclusive

Imperative Programming

Procedural Programming

Popular Programming Paradigms

Functional Programming

Declarative Programming

Object-Oriented Programming

Imperative Programming

Imperative programming consists of sets of detailed instructions that are given to the computer to execute in a given order. It's called "imperative" because as programmers we dictate exactly what the computer has to do, in a very specific way. Imperative programming focuses on describing how a program operates, step by step.

Procedural Programming

Procedural programming is a derivation of imperative programming, adding to it the feature of functions . In procedural programming, the user is encouraged to subdivide the program execution into functions, as a way of improving modularity and organization.

Functional Programming

In functional programming, functions are treated as first-class citizens, meaning that they can be assigned to variables, passed as arguments, and returned from other functions. Another key concept is the idea of pure functions. A pure function is one that relies only on its inputs to generate its result. And given the same input, it will always produce the same result. Besides, it produces no side effects.

Declarative Programming

One of the most popular programming paradigms is object-oriented programming (OOP). The core concept of OOP is to separate concerns into entities which are coded as objects. Each entity will group a given set of information (properties) and actions (methods) that can be performed by the entity. OOP makes heavy usage of classes (which are a way of creating new objects starting out from a blueprint or boilerplate that the programmer sets). Objects that are created from a class are called instances.