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  2. Switch statement - Wikipedia

    en.wikipedia.org/wiki/Switch_statement

    Here a whole switch expression can be used to return a value. There is also a new form of case label, case L-> where the right-hand-side is a single expression. This also prevents fall through and requires that cases are exhaustive. In Java SE 13 the yield statement is introduced, and in Java SE 14 switch expressions become a standard language ...

  3. Loop-switch sequence - Wikipedia

    en.wikipedia.org/wiki/Loop-switch_sequence

    A loop-switch sequence[1] (also known as the for-case paradigm[2] or Anti- Duff's Device) is a programming antipattern where a clear set of steps is implemented as a switch-within-a-loop. The loop-switch sequence is a specific derivative of spaghetti code. It is not necessarily an antipattern to use a switch statement within a loop—it is only ...

  4. List of Java keywords - Wikipedia

    en.wikipedia.org/wiki/List_of_Java_keywords

    byte. The byte keyword is used to declare a field that can hold an 8-bit signed two's complement integer. [5][6] This keyword is also used to declare that a method returns a value of the primitive type byte. [7][8] case. A statement in the switch block can be labeled with one or more case or default labels.

  5. Help:Switch parser function - Wikipedia

    en.wikipedia.org/wiki/Help:Switch_parser_function

    The switch parser function, coded as " #switch ", selects the first matching branch in a list of choices, acting as a case statement. Each branch can be a value, an expression (calculation), or a template call, 1 evaluated and compared to match the value of the switch. Although many #switch structures are used to branch among a simple set of ...

  6. Java syntax - Wikipedia

    en.wikipedia.org/wiki/Java_syntax

    Java syntax. The syntax of Java is the set of rules defining how a Java program is written and interpreted. The syntax is mostly derived from C and C++. Unlike in C++, in Java there are no global functions or variables, but there are data members which are also regarded as global variables. All code belongs to classes and all values are objects.

  7. Factory method pattern - Wikipedia

    en.wikipedia.org/wiki/Factory_method_pattern

    Factory method pattern. In object-oriented programming, the factory method pattern is a design pattern that uses factory methods to deal with the problem of creating objects without having to specify their exact classes. Rather than by calling a constructor, this is accomplished by invoking a factory method to create an object.

  8. Control flow - Wikipedia

    en.wikipedia.org/wiki/Control_flow

    Control flow. v. t. e. In computer science, control flow (or flow of control) is the order in which individual statements, instructions or function calls of an imperative program are executed or evaluated. The emphasis on explicit control flow distinguishes an imperative programming language from a declarative programming language.

  9. Command pattern - Wikipedia

    en.wikipedia.org/wiki/Command_pattern

    Command pattern. In object-oriented programming, the command pattern is a behavioral design pattern in which an object is used to encapsulate all information needed to perform an action or trigger an event at a later time. This information includes the method name, the object that owns the method and values for the method parameters.