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Responsibility-driven Design
Responsibility-driven design is a design technique in object-oriented programming, which improves encapsulation by using the client–server model. It focuses on the contract by considering the actions that the Object (computer science), object is responsible for and the information that the object shares. It was proposed by Rebecca Wirfs-Brock and Brian Wilkerson. Responsibility-driven design is in direct contrast with data-driven design, which promotes defining the behavior of a class along with the data that it holds. Data-driven design is not the same as data-driven programming, which is concerned with using data to determine the control flow, not class design. In the client–server model they refer to, both the client and the server are Class (computer programming), classes or Instance (computer science), instances of classes. At any particular time, either the client or the server represents an object. Both the parties commit to a contract and exchange information by adher ...
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Object-oriented Programming
Object-oriented programming (OOP) is a programming paradigm based on the concept of '' objects''. Objects can contain data (called fields, attributes or properties) and have actions they can perform (called procedures or methods and implemented in code). In OOP, computer programs are designed by making them out of objects that interact with one another. Many of the most widely used programming languages (such as C++, Java, and Python) support object-oriented programming to a greater or lesser degree, typically as part of multiple paradigms in combination with others such as imperative programming and declarative programming. Significant object-oriented languages include Ada, ActionScript, C++, Common Lisp, C#, Dart, Eiffel, Fortran 2003, Haxe, Java, JavaScript, Kotlin, Logo, MATLAB, Objective-C, Object Pascal, Perl, PHP, Python, R, Raku, Ruby, Scala, SIMSCRIPT, Simula, Smalltalk, Swift, Vala and Visual Basic.NET. History The idea of ...
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Class-responsibility-collaboration Card
Class-responsibility-collaboration (CRC) cards are a brainstorming tool used in the design of object-oriented software. They were originally proposed by Ward Cunningham and Kent Beck as a teaching tool but are also popular among expert designersMartin Fowler, ''UML Distilled'', chapter 4 and recommended by extreme programming practitioners. Author Martin Fowler has written that CRC cards may be a sensible means by which multiple alternative interactions may be quickly devised, as they avoid a great deal of drawing and erasing. CRC card sessions may be followed by the creation of sequence diagrams to capture interactions that are identified. CRC cards are frequently employed during the design phase of system and software development to transition use-case descriptions into class diagrams, allowing a smoother transition with a greater overview and permitting developers to implement solutions with low binding and high cohesion. CRC cards are usually created from index card ...
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Addison Wesley
Addison–Wesley is an American publisher of textbooks and computer literature. It is an imprint of Pearson plc, a global publishing and education company. In addition to publishing books, Addison–Wesley also distributes its technical titles through the O'Reilly Online Learning e-reference service. Addison–Wesley's majority of sales derive from the United States (55%) and Europe (22%). The Addison–Wesley Professional Imprint produces content including books, eBooks, and video for the professional IT worker including developers, programmers, managers, system administrators. Classic titles include '' The Art of Computer Programming'', '' The C++ Programming Language'', '' The Mythical Man-Month'', and '' Design Patterns''. History Lew Addison Cummings and Melbourne Wesley Cummings founded Addison–Wesley in 1942, with the first book published by Addison–Wesley being Massachusetts Institute of Technology professor Francis Weston Sears' ''Mechanics''. Its first comput ...
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Interrupt
In digital computers, an interrupt (sometimes referred to as a trap) is a request for the processor to ''interrupt'' currently executing code (when permitted), so that the event can be processed in a timely manner. If the request is accepted, the processor will suspend its current activities, save its state, and execute a function called an '' interrupt handler'' (or an ''interrupt service routine'', ISR) to deal with the event. This interruption is often temporary, allowing the software to resume normal activities after the interrupt handler finishes, although the interrupt could instead indicate a fatal error. Interrupts are commonly used by hardware devices to indicate electronic or physical state changes that require time-sensitive attention. Interrupts are also commonly used to implement computer multitasking and system calls, especially in real-time computing. Systems that use interrupts in these ways are said to be interrupt-driven. History Hardware interrupts wer ...
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Switch Statement
In computer programming languages, a switch statement is a type of selection control mechanism used to allow the value of a variable or expression to change the control flow of program execution via search and map. Switch statements function somewhat similarly to the if statement used in programming languages like C/ C++, C#, Visual Basic .NET, Java and exist in most high-level imperative programming languages such as Pascal, Ada, C/ C++, C#, Visual Basic .NET, Java, and in many other types of language, using such keywords as switch, case, select, or inspect. Switch statements come in two main variants: a structured switch, as in Pascal, which takes exactly one branch, and an unstructured switch, as in C, which functions as a type of goto. The main reasons for using a switch include improving clarity, by reducing otherwise repetitive coding, and (if the heuristics permit) also offering the potential for faster execution through easier compiler optimization in many ...
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Index Card
An index card (or record card in British English and system cards in Australian English) consists of card stock (heavy paper) cut to a standard size, used for recording and storing small amounts of discrete data. A collection of such cards either serves as, or aids the creation of, an index (publishing), index for expedited lookup of information (such as a library catalog or a back matter, back-of-the-book index). This system is said to have been invented by Carl Linnaeus, around 1760. Format The most common paper size, size for index card in North America and the UK is , hence the common name 3-by-5 card. Other sizes widely available include , and ISO 216#A series, ISO-size A7 (). Cards are available in blank, ruled and grid styles in a variety of colors. Special divider cards with protruding tabs and a variety of cases and trays to hold the cards are also sold by stationers and office product companies. They are part of standard stationery and office supplies all around t ...
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Knowledge-based Systems
A knowledge-based system (KBS) is a computer program that reasons and uses a knowledge base to solve complex problems. Knowledge-based systems were the focus of early artificial intelligence researchers in the 1980s. The term can refer to a broad range of systems. However, all knowledge-based systems have two defining components: an attempt to represent knowledge explicitly, called a knowledge base, and a reasoning system that allows them to derive new knowledge, known as an inference engine. Components The knowledge base contains domain-specific facts and rules about a problem domain (rather than knowledge implicitly embedded in procedural code, as in a conventional computer program). In addition, the knowledge may be structured by means of a subsumption ontology, frames, conceptual graph, or logical assertions. The inference engine uses general-purpose reasoning methods to infer new knowledge and to solve problems in the problem domain. Most commonly, it employs forw ...
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Intelligent Agent
In artificial intelligence, an intelligent agent is an entity that Machine perception, perceives its environment, takes actions autonomously to achieve goals, and may improve its performance through machine learning or by acquiring knowledge representation, knowledge. Leading AI textbooks define artificial intelligence as the "study and design of intelligent agents," emphasizing that goal-directed behavior is central to intelligence. A specialized subset of intelligent agents, agentic AI (also known as an AI agent or simply agent), expands this concept by proactively pursuing goals, making decisions, and taking actions over extended periods, thereby exemplifying a novel form of digital agency. Intelligent agents can range from simple to highly complex. A basic thermostat or control system is considered an intelligent agent, as is a human being, or any other system that meets the same criteria—such as a firm, a state (polity), state, or a biome. Intelligent agents operate ba ...
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Cognitive Model
A cognitive model is a representation of one or more cognitive processes in humans or other animals for the purposes of comprehension and prediction. There are many types of cognitive models, and they can range from box-and-arrow diagrams to a set of equations to software programs that interact with the same tools that humans use to complete tasks (e.g., computer mouse and keyboard). In terms of information processing, cognitive modeling is modeling of human perception, reasoning, memory and action. Relationship to cognitive architectures Cognitive models can be developed within or without a cognitive architecture, though the two are not always easily distinguishable. In contrast to cognitive architectures, cognitive models tend to be focused on a single cognitive phenomenon or process (e.g., list learning), how two or more processes interact (e.g., visual search and decision making), or making behavioral predictions for a specific task or tool (e.g., how instituting a new softw ...
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Abstract Class
In object-oriented programming, a class defines the shared aspects of objects created from the class. The capabilities of a class differ between programming languages, but generally the shared aspects consist of state ( variables) and behavior ( methods) that are each either associated with a particular object or with all objects of that class. Object state can differ between each instance of the class whereas the class state is shared by all of them. The object methods include access to the object state (via an implicit or explicit parameter that references the object) whereas class methods do not. If the language supports inheritance, a class can be defined based on another class with all of its state and behavior plus additional state and behavior that further specializes the class. The specialized class is a ''sub-class'', and the class it is based on is its ''superclass''. Attributes Object lifecycle As an instance of a class, an object is constructed from a class via '' ...
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Newspeak (programming Language)
Newspeak is a programming language and platform in the tradition of Smalltalk and Self being developed by a team led by Gilad Bracha. The platform includes an integrated development environment (IDE), a graphical user interface (GUI) library, and standard libraries. Starting in 2006, Cadence Design Systems funded its development and employed the main contributors, but ended funding in January 2009. Overview Newspeak is a class-based and message-based language. Classes may be nested, as in BETA. This is one of the key differences between Newspeak and Smalltalk. Newspeak is distinguished by its unusual approach to modularity. The language has no global namespace. Top level classes act as module declarations. Modularity in Newspeak is based exclusively on class nesting. Module declarations are first class values (i.e., they may be stored in variables, passed as parameters, returned from methods, etc.) and are stateless. By design the newspeak lacks undeclared access to a glob ...
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Client–server Model
The client–server model is a distributed application structure that partitions tasks or workloads between the providers of a resource or service, called servers, and service requesters, called clients. Often clients and servers communicate over a computer network on separate hardware, but both client and server may be on the same device. A server host runs one or more server programs, which share their resources with clients. A client usually does not share its computing resources, but it requests content or service from a server and may share its own content as part of the request. Clients, therefore, initiate communication sessions with servers, which await incoming requests. Examples of computer applications that use the client–server model are email, network printing, and the World Wide Web. Client and server role The server component provides a function or service to one or many clients, which initiate requests for such services. Servers are classified by the servic ...
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