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Code Smell
In computer programming, a code smell is any characteristic in the source code of a program that possibly indicates a deeper problem. Determining what is and is not a code smell is subjective, and varies by language, developer, and development methodology. The term was popularized by Kent Beck on WardsWiki in the late 1990s. Usage of the term increased after it was featured in the 1999 book ''Refactoring: Improving the Design of Existing Code'' by Martin Fowler. It is also a term used by agile programmers. Definition One way to look at smells is with respect to principles and quality: "Smells are certain structures in the code that indicate violation of fundamental design principles and negatively impact design quality". Code smells are usually not bugs; they are not technically incorrect and do not prevent the program from functioning. Instead, they indicate weaknesses in design that may slow down development or increase the risk of bugs or failures in the future. Bad code ...
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Computer Programming
Computer programming or coding is the composition of sequences of instructions, called computer program, programs, that computers can follow to perform tasks. It involves designing and implementing algorithms, step-by-step specifications of procedures, by writing source code, code in one or more programming languages. Programmers typically use high-level programming languages that are more easily intelligible to humans than machine code, which is directly executed by the central processing unit. Proficient programming usually requires expertise in several different subjects, including knowledge of the Domain (software engineering), application domain, details of programming languages and generic code library (computing), libraries, specialized algorithms, and Logic#Formal logic, formal logic. Auxiliary tasks accompanying and related to programming include Requirements analysis, analyzing requirements, Software testing, testing, debugging (investigating and fixing problems), imple ...
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FindBugs
FindBugs is an open-source static code analyzer created by Bill Pugh and David Hovemeyer which detects possible bugs in Java programs. Potential errors are classified in four ranks: (i) scariest, (ii) scary, (iii) troubling and (iv) of concern. This is a hint to the developer about their possible impact or severity. FindBugs operates on Java bytecode, rather than source code. The software is distributed as a stand-alone GUI application. There are also plug-ins available for Eclipse, NetBeans, IntelliJ IDEA, Gradle, Hudson, Maven, Bamboo and Jenkins. Additional rule sets can be plugged in FindBugs to increase the set of checks performed. See also * List of tools for static code analysis External links * Manualfb-contrib: additional bug detectors for FindBugsFindSecurityBugs: additional security-oriented bug detectors for FindBugsFindBugs-IDEA – The FindBugs Plugin for IntelliJ IDEA SpotBugs SpotBugs is the spiritual successor of FindBugs, carrying on from the point where ...
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Downcasting
In class-based programming, downcasting, or type refinement, is the act of casting a ''base'' or ''parent'' class reference, to a more restricted '' derived class'' reference. This is only allowable if the object is already an instance of the derived class, and so this conversion is inherently fallible. In contrast ''upcasting'', explicitly treating an object as if it's an instance of one of its superclasses, is always possible. In many environments, type introspection can be used to obtain the type of an object instance at runtime, and then use this result to explicitly evaluate its type compatibility with another type. The possible results of comparing polymorphic types—besides them being equivalent (identical), or unrelated (incompatible)—include two additional cases: namely, where the first type is derived from the second, and then the same thing but swapped the other way around (see: ). With this information, a program can test, before performing an operation such as ...
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Literal (computer Programming)
In computer science, a literal is a textual representation (notation) of a value as it is written in source code. Almost all programming languages have notations for atomic values such as integers, floating-point numbers, and strings, and usually for Booleans and characters; some also have notations for elements of enumerated types and compound values such as arrays, records, and objects. An anonymous function is a literal for the function type. In contrast to literals, variables or constants are symbols that can take on one of a class of fixed values, the constant being constrained not to change. Literals are often used to initialize variables; for example, in the following, 1 is an integer literal and the three letter string in "cat" is a string literal: int a = 1; string s = "cat"; In lexical analysis, literals of a given type are generally a token type, with a grammar rule, like "a string of digits" for an integer literal. Some literals are specific keywords, ...
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Magic Number (programming)
In computer programming, a magic number is any of the following: * A unique value with unexplained meaning or multiple occurrences which could (preferably) be replaced with a named constant * A constant numerical or text value used to identify a file format or protocol ) * A distinctive unique value that is unlikely to be mistaken for other meanings (e.g., Universally Unique Identifiers) Unnamed numerical constants The term ''magic number'' or ''magic constant'' refers to the anti-pattern of using numbers directly in source code. This breaks one of the oldest rules of programming, dating back to the COBOL, FORTRAN and PL/1 manuals of the 1960s. In the following example that computes the price after tax, 1.05 is considered a magic number: price_tax = 1.05 * price The use of unnamed magic numbers in code obscures the developers' intent in choosing that number, increases opportunities for subtle errors, and makes it more difficult for the program to be adapted and extended ...
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Derived Class
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 like C++, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object", with the exception of: constructors, destructors, 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 inheri ...
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Contract (software)
Design by contract (DbC), also known as contract programming, programming by contract and design-by-contract programming, is an approach for designing software. It prescribes that software designers should define formal, precise and verifiable interface specifications for software components, which extend the ordinary definition of abstract data types with preconditions, postconditions and invariants. These specifications are referred to as "contracts", in accordance with a conceptual metaphor with the conditions and obligations of business contracts. The DbC approach assumes all ''client components'' that invoke an operation on a ''server component'' will meet the preconditions specified as required for that operation. Where this assumption is considered too risky (as in multi-channel or distributed computing), the inverse approach is taken, meaning that the ''server component'' tests that all relevant preconditions hold true (before, or while, processing the ''client compon ...
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Method Overriding (programming)
Method overriding, in object-oriented programming, is a language feature that allows a subclass or child class to provide a specific implementation of a method that is already provided by one of its superclasses or parent classes. In addition to providing data-driven algorithm-determined parameters across virtual network interfaces, it also allows for a specific type of polymorphism (subtyping). The implementation in the subclass overrides (replaces) the implementation in the superclass by providing a method that has same name, same parameters or signature, and same return type as the method in the parent class.Flanagan 2002, p. 107 The version of a method that is executed will be determined by the object that is used to invoke it. If an object of a parent class is used to invoke the method, then the version in the parent class will be executed, but if an object of the subclass is used to invoke the method, then the version in the child class will be executed.Lewis & Loftus 200 ...
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Class (computer Science)
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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God Object
In object-oriented programming, a god object (sometimes also called an omniscient or all-knowing object) is an object that references a large number of distinct types, has too many unrelated or uncategorized methods, or some combination of both. The god object is an example of an anti-pattern and a code smell. Characteristics A common programming technique is to separate a large problem into several smaller problems (a divide and conquer strategy) and create solutions for each of them. Once the smaller problems are solved, the big problem as a whole has been solved. Therefore a given object for a small problem only needs to know about itself. Likewise, there is only one set of problems an object needs to solve: its ''own'' problems. This also follows the single-responsibility principle. In contrast, a program that employs a god object does not follow this approach. Most of such a program's overall functionality is coded into a single "all-knowing" object, which maintains ...
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