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  2. Package principles - Wikipedia

    en.wikipedia.org/wiki/Package_Principles

    In computer programming, package principles are a way of organizing classes in larger systems to make them more organized and manageable. They aid in understanding which classes should go into which packages (package cohesion) and how these packages should relate with one another (package coupling).

  3. Composition over inheritance - Wikipedia

    en.wikipedia.org/wiki/Composition_over_inheritance

    Composition over inheritance (or composite reuse principle) in object-oriented programming (OOP) is the principle that classes should favor polymorphic behavior and code reuse by their composition (by containing instances of other classes that implement the desired functionality) over inheritance from a base or parent class. [2]

  4. Code reuse - Wikipedia

    en.wikipedia.org/wiki/Code_reuse

    Code reuse is the practice of using existing source code to develop software instead of writing new code. Software reuse is a broader term that implies using any existing software asset to develop software instead of developing it again. [1] [2]: 7 An asset that is relatively easy to reuse and offers significant value is considered highly ...

  5. Reuse - Wikipedia

    en.wikipedia.org/wiki/Reuse

    Reuse is the action or practice of using an item, whether for its original purpose (conventional reuse) or to fulfill a different function (creative reuse or repurposing). It should be distinguished from recycling , which is the breaking down of used items to make raw materials for the manufacture of new products.

  6. Release early, release often - Wikipedia

    en.wikipedia.org/wiki/Release_early,_release_often

    Release early, release often (also known as ship early, ship often, or time-based releases, and sometimes abbreviated RERO) is a software development philosophy that emphasizes the importance of early and frequent releases in creating a tight feedback loop between developers and testers or users, contrary to a feature-based release strategy.

  7. Reuse metrics - Wikipedia

    en.wikipedia.org/wiki/Reuse_metrics

    In software engineering, many reuse metrics and models are metrics used to measure code reuse and reusability. A metric is a quantitative indicator of an attribute of a thing. A model specifies relationships among metrics. Reuse models and metrics can be categorized into six types: reuse cost-benefits models; maturity assessment; amount of ...

  8. Don't repeat yourself - Wikipedia

    en.wikipedia.org/wiki/Don't_repeat_yourself

    "Don't repeat yourself" (DRY), also known as "duplication is evil", is a principle of software development aimed at reducing repetition of information which is likely to change, replacing it with abstractions that are less likely to change, or using data normalization which avoids redundancy in the first place.

  9. Service reusability principle - Wikipedia

    en.wikipedia.org/wiki/Service_reusability_principle

    The service reusability principle is a design principle, applied within the service-orientation design paradigm, to create services [1] that can be reused across a business. [2] These reusable services are designed so that their solution logic is independent of any particular business process or technology.