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  2. Software design pattern - Wikipedia

    en.wikipedia.org/wiki/Software_design_pattern

    FizzBuzzEnterpriseEdition offers a humorous example of over-complexity introduced by design patterns. [33] By definition, a pattern must be programmed anew into each application that uses it. Since some authors see this as a step backward from software reuse as provided by components, researchers have worked to turn patterns into components ...

  3. Yoda conditions - Wikipedia

    en.wikipedia.org/wiki/Yoda_conditions

    In programming jargon, Yoda conditions (also called Yoda notation) is a programming style where the two parts of an expression are reversed from the typical order in a conditional statement.

  4. Iota and Jot - Wikipedia

    en.wikipedia.org/wiki/Iota_and_Jot

    In formal language theory and computer science, Iota and Jot (from Greek iota ι, Hebrew yodh י, the smallest letters in those two alphabets) are languages, extremely minimalist formal systems, designed to be even simpler than other more popular alternatives, such as lambda calculus and SKI combinator calculus.

  5. Glossary of computer science - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_science

    Also simply application or app. Computer software designed to perform a group of coordinated functions, tasks, or activities for the benefit of the user. Common examples of applications include word processors, spreadsheets, accounting applications, web browsers, media players, aeronautical flight simulators, console games, and photo editors. This contrasts with system software, which is ...

  6. GRASP (object-oriented design) - Wikipedia

    en.wikipedia.org/wiki/GRASP_(object-oriented_design)

    The indirection pattern supports low coupling and reuses potential between two elements by assigning the responsibility of mediation between them to an intermediate object. An example of this is the introduction of a controller component for mediation between data (model) and its representation (view) in the model-view-controller pattern.

  7. Factory (object-oriented programming) - Wikipedia

    en.wikipedia.org/wiki/Factory_(object-oriented...

    In class-based programming, a factory is an abstraction of a constructor of a class, while in prototype-based programming a factory is an abstraction of a prototype object. A constructor is concrete in that it creates objects as instances of one class, and by a specified process (class instantiation), while a factory can create objects by instantiating various classes, or by using other ...

  8. Observer pattern - Wikipedia

    en.wikipedia.org/wiki/Observer_pattern

    The observer pattern, as described in the Design Patterns book, is a very basic concept and does not address removing interest in changes to the observed subject or special logic to be performed by the observed subject before or after notifying the observers. The pattern also does not deal with recording change notifications or guaranteeing ...

  9. Object-oriented programming - Wikipedia

    en.wikipedia.org/wiki/Object-oriented_programming

    Although sometimes called the "father" of object-oriented programming, [12] Kay has said his ideas differ from how object-oriented programming is commonly understood, and has implied that the computer science establishment did not adopt his notion. [1]