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Builder Pattern
The builder pattern is a design pattern that provides a flexible solution to various object creation problems in object-oriented programming. The builder pattern separates the construction of a complex object from its representation. It is one of the 23 classic design patterns described in the book ''Design Patterns'' and is sub-categorized as a creational pattern. Overview The builder design pattern solves problems like: * How can a class (the same construction process) create different representations of a complex object? * How can a class that includes creating a complex object be simplified? Creating and assembling the parts of a complex object directly within a class is inflexible. It commits the class to creating a particular representation of the complex object and makes it impossible to change the representation later independently from (without having to change) the class. The builder design pattern describes how to solve such problems: * Encapsulate creating and assemb ...
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Software Design Pattern
In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. A design pattern is not a rigid structure to be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of problem that can be deployed in many different situations. Design patterns can be viewed as formalized best practices that the programmer may use to solve common problems when designing a software application or system. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are no ...
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Unified Modeling Language
The Unified Modeling Language (UML) is a general-purpose visual modeling language that is intended to provide a standard way to visualize the design of a system. UML provides a standard notation for many types of diagrams which can be roughly divided into three main groups: behavior diagrams, interaction diagrams, and structure diagrams. The creation of UML was originally motivated by the desire to standardize the disparate notational systems and approaches to software design. It was developed at Rational Software in 1994–1995, with further development led by them through 1996. In 1997, UML was adopted as a standard by the Object Management Group (OMG) and has been managed by this organization ever since. In 2005, UML was also published by the International Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC) as the ISO/IEC 19501 standard. Since then the standard has been periodically revised to cover the latest revision of UML. In ...
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Currying
In mathematics and computer science, currying is the technique of translating a function that takes multiple arguments into a sequence of families of functions, each taking a single argument. In the prototypical example, one begins with a function f:(X\times Y)\to Z that takes two arguments, one from X and one from Y, and produces objects in Z. The curried form of this function treats the first argument as a parameter, so as to create a family of functions f_x :Y\to Z. The family is arranged so that for each object x in X, there is exactly one function f_x. In this example, \mbox itself becomes a function that takes f as an argument, and returns a function that maps each x to f_x. The proper notation for expressing this is verbose. The function f belongs to the set of functions (X\times Y)\to Z. Meanwhile, f_x belongs to the set of functions Y\to Z. Thus, something that maps x to f_x will be of the type X\to \to Z With this notation, \mbox is a function that takes objects from ...
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C Sharp (programming Language)
C# ( pronounced: C-sharp) ( ) is a general-purpose high-level programming language supporting multiple paradigms. C# encompasses static typing, strong typing, lexically scoped, imperative, declarative, functional, generic, object-oriented (class-based), and component-oriented programming disciplines. The principal inventors of the C# programming language were Anders Hejlsberg, Scott Wiltamuth, and Peter Golde from Microsoft. It was first widely distributed in July 2000 and was later approved as an international standard by Ecma (ECMA-334) in 2002 and ISO/ IEC (ISO/IEC 23270 and 20619) in 2003. Microsoft introduced C# along with .NET Framework and Microsoft Visual Studio, both of which are technically speaking, closed-source. At the time, Microsoft had no open-source products. Four years later, in 2004, a free and open-source project called Microsoft Mono began, providing a cross-platform compiler and runtime environment for the C# programming language. A decad ...
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Factory (software Concept)
In object-oriented programming, a factory is an object for creating other objects; formally, it is a function or method that returns objects of a varying prototype or class from some method call, which is assumed to be ''new''. More broadly, a subroutine that returns a ''new'' object may be referred to as a ''factory'', as in ''factory method'' or ''factory function''. The factory pattern is the basis for a number of related software design patterns. Motive 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 allocation means, such as an object pool. A prototype object is concrete in that it is used to create objects by being cloned, while a fact ...
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Builder UML Class Diagram
Builder may refer to: Construction * Construction worker, who specializes in building work * Carpenter, a skilled craftsman who works with wood * General contractor, that specializes in building work ** Subcontractor * Real estate developer, who causes buildings to be constructed Media * ''Builders'' (film), a 1942 British propaganda film * ''The Builder'' (film), 2010 film * ''The Builder'', British magazine now known as ''Building'' * ''Builder'', American magazine published by Zonda Home * "The Builder" (short story), a 1953 short story by Philip K. Dick * "The Builders", an episode in the 1970s British television comedy ''Fawlty Towers'' * "Builder" (''Not Going Out''), a 2019 television episode * Builders, international music group also known as The Bilders, Bilderbergers and Bilderine Other * Builder (detergent), a component of modern detergents * Builder (hockey), in ice hockey, manages or builds the game * Builder (United States Navy), U.S. Navy Rating * Builde ...
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Sequence Diagram
In software engineering, a sequence diagram shows process interactions arranged in time sequence. This diagram depicts the processes and objects involved and the sequence of messages exchanged as needed to carry out the functionality. Sequence diagrams are typically associated with use case realizations in the 4+1 architectural view model of the system under development. Sequence diagrams are sometimes called event diagrams or event scenarios. For a particular scenario of a use case, the diagrams show the events that external actors generate, their order, and possible inter-system events. The diagram emphasizes events that cross the system boundary from actors to systems. A system sequence diagram should be done for the main success scenario of the use case, and frequent or complex alternative scenarios. There are two kinds of sequence diagrams: * Sequence Diagram (SD): A regular version of sequence diagram describes how the system operates, and every object within a system ...
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Class Diagram
In software engineering, a class diagram in the Unified Modeling Language (UML) is a type of static structure diagram that describes the structure of a system by showing the system's classes, their attributes, operations (or methods), and the relationships among objects. The class diagram is the main building block of object-oriented modeling. It is used for general conceptual modeling of the structure of the application, and for detailed modeling, translating the models into programming code. Class diagrams can also be used for data modeling Data modeling in software engineering is the process of creating a data model for an information system by applying certain formal techniques. It may be applied as part of broader Model-driven engineering (MDE) concept. Overview Data modeli .... The classes in a class diagram represent both the main elements, interactions in the application, and the classes to be programmed. In the diagram, classes are represented with boxes that ...
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Object-oriented Programming
Object-oriented programming (OOP) is a programming paradigm based on the concept of '' objects''. Objects can contain data (called fields, attributes or properties) and have actions they can perform (called procedures or methods and implemented in code). In OOP, computer programs are designed by making them out of objects that interact with one another. Many of the most widely used programming languages (such as C++, Java, and Python) support object-oriented programming to a greater or lesser degree, typically as part of multiple paradigms in combination with others such as imperative programming and declarative programming. Significant object-oriented languages include Ada, ActionScript, C++, Common Lisp, C#, Dart, Eiffel, Fortran 2003, Haxe, Java, JavaScript, Kotlin, Logo, MATLAB, Objective-C, Object Pascal, Perl, PHP, Python, R, Raku, Ruby, Scala, SIMSCRIPT, Simula, Smalltalk, Swift, Vala and Visual Basic.NET. History The idea of ...
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Execution (computing)
Execution in computer and software engineering is the process by which a computer or virtual machine interprets and acts on the instructions of a computer program. Each instruction of a program is a description of a particular action which must be carried out, in order for a specific problem to be solved. Execution involves repeatedly following a " fetch–decode–execute" cycle for each instruction done by the control unit. As the executing machine follows the instructions, specific effects are produced in accordance with the semantics of those instructions. Programs for a computer may be executed in a batch process without human interaction or a user may type commands in an interactive session of an interpreter. In this case, the "commands" are simply program instructions, whose execution is chained together. The term run is used almost synonymously. A related meaning of both "to run" and "to execute" refers to the specific action of a user starting (or ''launching'' or ...
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Compile Time
In computer science, compile time (or compile-time) describes the time window during which a language's statements are converted into binary instructions for the processor to execute. The term is used as an adjective to describe concepts related to the context of program compilation, as opposed to concepts related to the context of program execution ( run time). For example, ''compile-time requirements'' are programming language requirements that must be met by source code before compilation and ''compile-time properties'' are properties of the program that can be reasoned about during compilation. The actual length of time it takes to compile a program is usually referred to as ''compilation time''. Overview Most compilers have at least the following compiler phases (which therefore occur at compile-time): syntax analysis, semantic analysis, and code generation. During optimization phases, constant expressions in the source code can also be evaluated at compile-time usin ...
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