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  2. Mutator method - Wikipedia

    en.wikipedia.org/wiki/Mutator_method

    Modern programming languages often offer the ability to generate the boilerplate for mutators and accessors in a single line—as for example C#'s public string Name { get; set; } and Ruby's attr_accessor :name. In these cases, no code blocks are created for validation, preprocessing or synthesis.

  3. Access modifiers - Wikipedia

    en.wikipedia.org/wiki/Access_modifiers

    The meaning of these modifiers may differ from one language to another. A comparison of the keywords, ordered from the most restrictive to the most open, and their meaning in these three languages follows. Their visibility ranges from the same class to the package where the class is defined to a general access permission.

  4. Naming convention (programming) - Wikipedia

    en.wikipedia.org/wiki/Naming_convention...

    In Python, if a name is intended to be "private", it is prefixed by one or two underscores. Private variables are enforced in Python only by convention. Names can also be suffixed with an underscore to prevent conflict with Python keywords. Prefixing with double underscores changes behaviour in classes with regard to name mangling.

  5. Lazy initialization - Wikipedia

    en.wikipedia.org/wiki/Lazy_initialization

    In computer programming, lazy initialization is the tactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed.

  6. C Sharp syntax - Wikipedia

    en.wikipedia.org/wiki/C_Sharp_syntax

    This is a feature of C# 3.0. C# 3.0 introduced type inference, allowing the type specifier of a variable declaration to be replaced by the keyword var, if its actual type can be statically determined from the initializer.

  7. Method (computer programming) - Wikipedia

    en.wikipedia.org/wiki/Method_(computer_programming)

    Accessor methods are used to read the data values of an object. Mutator methods are used to modify the data of an object. Mutator methods are used to modify the data of an object. Manager methods are used to initialize and destroy objects of a class, e.g. constructors and destructors.

  8. Singleton pattern - Wikipedia

    en.wikipedia.org/wiki/Singleton_pattern

    A class diagram exemplifying the singleton pattern.. In object-oriented programming, the singleton pattern is a software design pattern that restricts the instantiation of a class to a singular instance.

  9. Property (programming) - Wikipedia

    en.wikipedia.org/wiki/Property_(programming)

    A property, in some object-oriented programming languages, is a special sort of class member, intermediate in functionality between a field (or data member) and a method.The syntax for reading and writing of properties is like for fields, but property reads and writes are (usually) translated to 'getter' and 'setter' method calls.