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[[File:oop-uml-class-example.png|frame|right|[[Unified Modeling Language|UML]] notation for a class. This Button class has [[Variable (computer science)|variables]] for data, and [[Method (computer programming)|functions]]. Through inheritance, a subclass can be created as a subset of the Button class. Objects are instances of a class.]]
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'''Object-oriented programming''' ('''OOP''') is a [[programming paradigm]] based on the concept of ''[[Object (computer science)|objects]]'',<ref name=alanKayOnOO /> which can contain [[data]] and [[source-code|code]]: data in the form of [[Field (computer science)|fields]] (often known as [[Attribute (computing)|attributes]] or [[Property (programming)|properties]]), and code in the form of [[Procedure (computer science)|procedures]] (often known as [[method (computing)|methods]]). In OOP, [[computer program]]s are designed by making them out of objects that interact with one another.<ref>{{Cite journal
| last1 = Kindler | first1 = E.
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