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Design Patterns
''Design Patterns: Elements of Reusable Object-Oriented Software'' (1994) is a software engineering book describing software design patterns. The book was written by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, with a foreword by Grady Booch. The book is divided into two parts, with the first two chapters exploring the capabilities and pitfalls of object-oriented programming, and the remaining chapters describing 23 classic software design patterns. The book includes examples in C++ and Smalltalk. It has been influential to the field of software engineering and is regarded as an important source for object-oriented design theory and practice. More than 500,000 copies have been sold in English and in 13 other languages. The authors are often referred to as the Gang of Four (GoF). History The book started at a birds of a feather (BoF) session at OOPSLA '90, "Towards an Architecture Handbook", run by Bruce Anderson, where Erich Gamma and Richard Helm met a ...
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Design Pattern (computer Science)
In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code. Rather, it is a description or template for how to solve a problem that can be used in many different situations. Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented langu ...
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Software Design Pattern
In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code. Rather, it is a description or template for how to solve a problem that can be used in many different situations. Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented l ...
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Object Composition
In computer science, object composition and object aggregation are closely related ways to combine objects or data types into more complex ones. In conversation the distinction between composition and aggregation is often ignored. Common kinds of compositions are objects used in object-oriented programming, tagged unions, sets, sequences, and various graph structures. Object compositions relate to, but are not the same as, data structures. Object composition refers to the logical or conceptual structure of the information, not the implementation or physical data structure used to represent it. For example, a sequence differs from a set because (among other things) the order of the composed items matters for the former but not the latter. Data structures such as arrays, linked lists, hash tables, and many others can be used to implement either of them. Perhaps confusingly, some of the same terms are used for both data structures and composites. For example, "binary tree ...
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Loose Coupling
In computing and systems design, a loosely coupled system is one # in which components are weakly associated (have breakable relationships) with each other, and thus changes in one component least affect existence or performance of another component. # in which each of its components has, or makes use of, little or no knowledge of the definitions of other separate components. Subareas include the coupling of classes, interfaces, data, and services. Loose coupling is the opposite of tight coupling. Advantages and disadvantages Components in a loosely coupled system can be replaced with alternative implementations that provide the same services. Components in a loosely coupled system are less constrained to the same platform, language, operating system, or build environment. If systems are decoupled in time, it is difficult to also provide transactional integrity; additional coordination protocols are required. Data replication across different systems provides loose coupling ( ...
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Object Composition
In computer science, object composition and object aggregation are closely related ways to combine objects or data types into more complex ones. In conversation the distinction between composition and aggregation is often ignored. Common kinds of compositions are objects used in object-oriented programming, tagged unions, sets, sequences, and various graph structures. Object compositions relate to, but are not the same as, data structures. Object composition refers to the logical or conceptual structure of the information, not the implementation or physical data structure used to represent it. For example, a sequence differs from a set because (among other things) the order of the composed items matters for the former but not the latter. Data structures such as arrays, linked lists, hash tables, and many others can be used to implement either of them. Perhaps confusingly, some of the same terms are used for both data structures and composites. For example, "binary tree ...
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Generics In Java
Generics are a facility of generic programming that were added to the Java programming language in 2004 within version J2SE 5.0. They were designed to extend Java's type system to allow "a type or method to operate on objects of various types while providing compile-time type safety". The aspect '' compile-time type safety'' was not fully achieved, since it was shown in 2016 that it is not guaranteed in all cases. The Java collections framework supports generics to specify the type of objects stored in a collection instance. In 1998, Gilad Bracha, Martin Odersky, David Stoutamire and Philip Wadler created Generic Java, an extension to the Java language to support generic types. Generic Java was incorporated in Java with the addition of wildcards. Hierarchy and classification According to ''Java Language Specification'': *A type variable is an unqualified identifier. Type variables are introduced by generic class declarations, generic interface declarations, generic method decl ...
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Generic Programming
Generic programming is a style of computer programming in which algorithms are written in terms of types ''to-be-specified-later'' that are then ''instantiated'' when needed for specific types provided as parameters. This approach, pioneered by the ML programming language in 1973, permits writing common functions or types that differ only in the set of types on which they operate when used, thus reducing duplication. Such software entities are known as ''generics'' in Ada, C#, Delphi, Eiffel, F#, Java, Nim, Python, Go, Rust, Swift, TypeScript and Visual Basic .NET. They are known as '' parametric polymorphism'' in ML, Scala, Julia, and Haskell (the Haskell community also uses the term "generic" for a related but somewhat different concept); ''templates'' in C++ and D; and ''parameterized types'' in the influential 1994 book ''Design Patterns''. The term "generic programming" was originally coined by David Musser and Alexander Stepanov in a more specific se ...
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Callback (computer Science)
In computer programming, a callback or callback function is any reference to executable code that is passed as an argument to another piece of code; that code is expected to ''call back'' (execute) the callback function as part of its job. This execution may be immediate as in a synchronous callback, or it might happen at a later point in time as in an asynchronous callback. Programming languages support callbacks in different ways, often implementing them with subroutines, lambda expressions, blocks, or function pointers. Design There are two types of callbacks, differing in how they control data flow at runtime: ''blocking callbacks'' (also known as ''synchronous callbacks'' or just ''callbacks'') and ''deferred callbacks'' (also known as ''asynchronous callbacks''). While blocking callbacks are invoked before a function returns (as in the C example below), deferred callbacks may be invoked after a function returns. Deferred callbacks are often used in the context of I/O ...
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Black Box
In science, computing, and engineering, a black box is a system which can be viewed in terms of its inputs and outputs (or transfer characteristics), without any knowledge of its internal workings. Its implementation is "opaque" (black). The term can be used to refer to many inner workings, such as those of a transistor, an engine, an algorithm, the human brain, or an institution or government. To analyse an open system with a typical "black box approach", only the behavior of the stimulus/response will be accounted for, to infer the (unknown) ''box''. The usual representation of this ''black box system'' is a data flow diagram centered in the box. The opposite of a black box is a system where the inner components or logic are available for inspection, which is most commonly referred to as a white box (sometimes also known as a "clear box" or a "glass box"). History The modern meaning of the term "black box" seems to have entered the English language around 1945. In electr ...
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Subclass (computer Science)
In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object ( prototype-based inheritance) or class ( class-based inheritance), retaining similar implementation. Also defined as deriving new classes ( sub classes) from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object" , with the exception of: constructors, destructor, overloaded operators and friend functions of the base class. Inheritance allows programmers to create classes that are built upon existing classes, to specify a new implementation while maintaining the same behaviors ( realizing an interface), to reuse code and to independently extend original software via public classes and interfaces. The relationships of objects or classes through inheritance give ris ...
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White Box (software Engineering)
A white box (or glass box, clear box, or open box) is a subsystem whose internals can be viewed but usually not altered.Patrick J. Driscoll, "Systems Thinking," in Gregory S. Parnell, Patrick J. Driscoll, and Dale L. Henderson (eds.), ''Decision Making in Systems Engineering and Management'', 2nd. ed., Hoboken, NJ: Wiley, 2011, 40. The term is used in systems engineering as well as in software engineering. Having access to the subsystem internals in general makes the subsystem easier to understand, but also easier to hack; for example, if a programmer can examine source code, weaknesses in an algorithm are much easier to discover. That makes white-box testing much more effective than black-box testing but considerably more difficult from the sophistication needed on the part of the tester to understand the subsystem. See also * Black box * White-box cryptography * White-box testing White-box testing (also known as clear box testing, glass box testing, transparent box tes ...
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Inheritance (object-oriented Programming)
In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object ( prototype-based inheritance) or class ( class-based inheritance), retaining similar implementation. Also defined as deriving new classes ( sub classes) from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object" , with the exception of: constructors, destructor, overloaded operators and friend functions of the base class. Inheritance allows programmers to create classes that are built upon existing classes, to specify a new implementation while maintaining the same behaviors ( realizing an interface), to reuse code and to independently extend original software via public classes and interfaces. The relationships of objects or classes through inheritance give r ...
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