Mediator Pattern
In software engineering, the mediator pattern defines an object that Encapsulation (computer programming), encapsulates how a set of objects interact. This pattern is considered to be a behavioral pattern due to the way it can alter the program's running behavior. In object-oriented programming, programs often consist of many class (computer science), classes. Business logic and computation are distributed among these classes. However, as more classes are added to a program, especially during Software maintenance, maintenance and/or refactoring, the problem of communication between these classes may become more complex. This makes the program harder to read and maintain. Furthermore, it can become difficult to change the program, since any change may affect code in several other classes. With the mediator pattern, communication between objects is encapsulated within a mediator object. Objects no longer communicate directly with each other, but instead communicate through the media ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Software Engineering
Software engineering is a branch of both computer science and engineering focused on designing, developing, testing, and maintaining Application software, software applications. It involves applying engineering design process, engineering principles and computer programming expertise to develop software systems that meet user needs. The terms ''programmer'' and ''coder'' overlap ''software engineer'', but they imply only the construction aspect of a typical software engineer workload. A software engineer applies a software development process, which involves defining, Implementation, implementing, Software testing, testing, Project management, managing, and Software maintenance, maintaining software systems, as well as developing the software development process itself. History Beginning in the 1960s, software engineering was recognized as a separate field of engineering. The development of software engineering was seen as a struggle. Problems included software that was over ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Sequence Diagram
In software engineering, a sequence diagram shows process interactions arranged in time sequence. This diagram depicts the processes and objects involved and the sequence of messages exchanged as needed to carry out the functionality. Sequence diagrams are typically associated with use case realizations in the 4+1 architectural view model of the system under development. Sequence diagrams are sometimes called event diagrams or event scenarios. For a particular scenario of a use case, the diagrams show the events that external actors generate, their order, and possible inter-system events. The diagram emphasizes events that cross the system boundary from actors to systems. A system sequence diagram should be done for the main success scenario of the use case, and frequent or complex alternative scenarios. There are two kinds of sequence diagrams: * Sequence Diagram (SD): A regular version of sequence diagram describes how the system operates, and every object within a system ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Software Design Patterns
In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. A design pattern is not a rigid structure to be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of problem that can be deployed in many different situations. Design patterns can be viewed as formalized best practices that the programmer may use to solve common problems when designing a software 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 no ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Stack Overflow
In software, a stack overflow occurs if the call stack pointer exceeds the stack bound. The call stack may consist of a limited amount of address space, often determined at the start of the program. The size of the call stack depends on many factors, including the programming language, machine architecture, multi-threading, and amount of available memory. When a program attempts to use more space than is available on the call stack (that is, when it attempts to access memory beyond the call stack's bounds, which is essentially a buffer overflow), the stack is said to ''overflow'', typically resulting in a program crash. Causes Infinite recursion The most-common cause of stack overflow is excessively deep or infinite recursion, in which a function calls itself so many times that the space needed to store the variables and information associated with each call is more than can fit on the stack. [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Software Design Pattern
In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. A design pattern is not a rigid structure to be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of problem that can be deployed in many different situations. Design patterns can be viewed as formalized best practices that the programmer may use to solve common problems when designing a software 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 no ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Data Mediation
In computing, data transformation is the process of converting data from one format or structure into another format or structure. It is a fundamental aspect of most data integrationCIO.com. Agile Comes to Data Integration. Retrieved from: https://www.cio.com/article/2378615/data-management/agile-comes-to-data-integration.html and data management tasks such as data wrangling, data warehousing, data integration and application integration. Data transformation can be simple or complex based on the required changes to the data between the source (initial) data and the target (final) data. Data transformation is typically performed via a mixture of manual and automated steps.DataXFormer. Morcos, Abedjan, Ilyas, Ouzzani, Papotti, Stonebraker. An interactive data transformation tool. Retrieved from: http://livinglab.mit.edu/wp-content/uploads/2015/12/DataXFormer-An-Interactive-Data-Transformation-Tool.pdf Tools and technologies used for data transformation can vary widely based on t ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Observer Pattern
In software design and software engineering, the observer pattern is a software design pattern in which an object, called the ''subject'' (also known as ''event source'' or ''event stream''), maintains a list of its dependents, called observers (also known as ''event sinks''), and automatically notifies them of any state (computer science), state changes, typically by calling one of their method (computer science), methods. The subject knows its observers through a standardized interface and manages the subscription list directly. This pattern creates a one-to-many dependency where multiple observers can listen to a single subject, but the coupling is typically synchronous and direct—the subject calls observer methods when changes occur, though asynchronous implementations using event queues are possible. Unlike the publish-subscribe pattern, there is no intermediary broker; the subject and observers have direct references to each other. It is commonly used to implement event ha ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Callbacks
In computer programming, a callback is a function that is stored as data (a reference) and designed to be called by another function often ''back'' to the original abstraction layer. A function that accepts a callback parameter may be designed to call back before returning to its caller which is known as '' synchronous'' or ''blocking''. The function that accepts a callback may be designed to store the callback so that it can be called back after returning which is known as ''asynchronous'', '' non-blocking'' or ''deferred''. Programming languages support callbacks in different ways such as function pointers, lambda expressions and blocks. A callback can be likened to leaving instructions with a tailor for what to do when a suit is ready, such as calling a specific phone number or delivering it to a given address. These instructions represent a callback: a function provided in advance to be executed later, often by a different part of the system and not necessarily by the ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Delegation (object-oriented Programming)
In object-oriented programming, delegation refers to evaluating a member (property or method) of one object (the receiver) in the context of another original object (the sender). Delegation can be done explicitly, by passing the responsibilities of the sending object to the receiving object, which can be done in any object-oriented language; or implicitly, by the member lookup rules of the language, which requires language support for the feature. Implicit delegation is the fundamental method for behavior reuse in prototype-based programming, corresponding to inheritance in class-based programming. The best-known languages that support delegation at the language level are Self, which incorporates the notion of delegation through its notion of mutable parent slots that are used upon method lookup on self calls, and JavaScript; see JavaScript delegation. The term ''delegation'' is also used loosely for various other relationships between objects; see delegation (programming) fo ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Remoting
In distributed computing, a remote procedure call (RPC) is when a computer program causes a procedure (subroutine) to execute in a different address space (commonly on another computer on a shared computer network), which is written as if it were a normal (local) procedure call, without the programmer explicitly writing the details for the remote interaction. That is, the programmer writes essentially the same code whether the subroutine is local to the executing program, or remote. This is a form of server interaction (caller is client, executor is server), typically implemented via a request–response message passing system. In the object-oriented programming paradigm, RPCs are represented by remote method invocation (RMI). The RPC model implies a level of location transparency, namely that calling procedures are largely the same whether they are local or remote, but usually, they are not identical, so local calls can be distinguished from remote calls. Remote calls are usually o ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Loosely Coupled
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 (in ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Mediator Design Pattern
In software engineering, the mediator pattern defines an object that encapsulates how a set of objects interact. This pattern is considered to be a behavioral pattern due to the way it can alter the program's running behavior. In object-oriented programming, programs often consist of many classes. Business logic and computation are distributed among these classes. However, as more classes are added to a program, especially during maintenance and/or refactoring, the problem of communication between these classes may become more complex. This makes the program harder to read and maintain. Furthermore, it can become difficult to change the program, since any change may affect code in several other classes. With the mediator pattern, communication between objects is encapsulated within a mediator object. Objects no longer communicate directly with each other, but instead communicate through the mediator. This reduces the dependencies between communicating objects, thereby reducing ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |