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Data-driven Design
Responsibility-driven design is a design technique in object-oriented programming, which improves encapsulation by using the client–server model. It focuses on the contract by considering the actions that the object is responsible for and the information that the object shares. It was proposed by Rebecca Wirfs-Brock and Brian Wilkerson. Responsibility-driven design is in direct contrast with data-driven design, which promotes defining the behavior of a class along with the data that it holds. Data-driven design is not the same as data-driven programming, which is concerned with using data to determine the control flow, not class design. In the client–server model they refer to, both the client and the server are classes or instances of classes. At any particular time, either the client or the server represents an object. Both the parties commit to a contract and exchange information by adhering to it. The client can only make the requests specified in the contract and the se ...
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Object-oriented Programming
Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or ''properties''), and the code is in the form of procedures (often known as ''methods''). A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as or used to refer to the current object. In OOP, computer programs are designed by making them out of objects that interact with one another. OOP languages are diverse, but the most popular ones are class-based, meaning that objects are instances of classes, which also determine their types. Many of the most widely used programming languages (such as C++, Java, Python, etc.) are multi-paradigm and they support object-oriented programming to a greater or lesser degree, typically in combination with imper ...
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Class-responsibility-collaboration Card
Class-responsibility-collaboration (CRC) cards are a brainstorming tool used in the design of object-oriented software. They were originally proposed by Ward Cunningham and Kent Beck as a teaching tool but are also popular among expert designersMartin Fowler, ''UML Distilled'', chapter 4 and recommended by extreme programming practitioners. Author Martin Fowler has written that CRC cards may be a sensible means by which multiple alternative interactions may be quickly devised, as they avoid a great deal of drawing and erasing. CRC card sessions may be followed by the creation of sequence diagrams to capture interactions that are identified. CRC cards are frequently employed during the design phase of system and software development to transition use-case descriptions into class diagrams, allowing a smoother transition with a greater overview and permitting developers to implement solutions with low binding and high cohesion. CRC cards are usually created from index cards. Members ...
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Addison Wesley
Addison-Wesley is an American publisher of textbooks and computer literature. It is an imprint of Pearson PLC, a global publishing and education company. In addition to publishing books, Addison-Wesley also distributes its technical titles through the O'Reilly Online Learning e-reference service. Addison-Wesley's majority of sales derive from the United States (55%) and Europe (22%). The Addison-Wesley Professional Imprint produces content including books, eBooks, and video for the professional IT worker including developers, programmers, managers, system administrators. Classic titles include ''The Art of Computer Programming'', ''The C++ Programming Language'', ''The Mythical Man-Month'', and ''Design Patterns''. History Lew Addison Cummings and Melbourne Wesley Cummings founded Addison-Wesley in 1942, with the first book published by Addison-Wesley being Massachusetts Institute of Technology professor Francis Weston Sears' ''Mechanics''. Its first computer book was ''Progra ...
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Interrupt
In digital computers, an interrupt (sometimes referred to as a trap) is a request for the processor to ''interrupt'' currently executing code (when permitted), so that the event can be processed in a timely manner. If the request is accepted, the processor will suspend its current activities, save its state, and execute a function called an ''interrupt handler'' (or an ''interrupt service routine'', ISR) to deal with the event. This interruption is often temporary, allowing the software to resume normal activities after the interrupt handler finishes, although the interrupt could instead indicate a fatal error. Interrupts are commonly used by hardware devices to indicate electronic or physical state changes that require time-sensitive attention. Interrupts are also commonly used to implement computer multitasking, especially in real-time computing. Systems that use interrupts in these ways are said to be interrupt-driven. Types Interrupt signals may be issued in response to ...
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Switch Statement
In computer programming languages, a switch statement is a type of selection control mechanism used to allow the value of a variable or expression to change the control flow of program execution via search and map. Switch statements function somewhat similarly to the if statement used in programming languages like C/C++, C#, Visual Basic .NET, Java and exists in most high-level imperative programming languages such as Pascal, Ada, C/C++, C#, Visual Basic .NET, Java, and in many other types of language, using such keywords as switch, case, select or inspect. Switch statements come in two main variants: a structured switch, as in Pascal, which takes exactly one branch, and an unstructured switch, as in C, which functions as a type of goto. The main reasons for using a switch include improving clarity, by reducing otherwise repetitive coding, and (if the heuristics permit) also offering the potential for faster execution through easier compiler optimization in many cases. His ...
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Index Card
An index card (or record card in British English and system cards in Australian English) consists of card stock (heavy paper) cut to a standard size, used for recording and storing small amounts of discrete data. A collection of such cards either serves as, or aids the creation of, an index for expedited lookup of information (such as a library catalog or a back-of-the-book index). This system is said to have been invented by Carl Linnaeus, around 1760. Format The most common size for index card in North America and the UK is , hence the common name 3-by-5 card. Other sizes widely available include , and ISO-size A7 (). Cards are available in blank, ruled and grid styles in a variety of colors. Special divider cards with protruding tabs and a variety of cases and trays to hold the cards are also sold by stationers and office product companies. They are part of standard stationery and office supplies all around the globe. Uses Index cards are used for a wide range ...
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Knowledge-based Systems
A knowledge-based system (KBS) is a computer program that reasons and uses a knowledge base to solve complex problems. The term is broad and refers to many different kinds of systems. The one common theme that unites all knowledge based systems is an attempt to represent knowledge explicitly and a reasoning system that allows it to derive new knowledge. Thus, a knowledge-based system has two distinguishing features: a knowledge base and an inference engine. The first part, the knowledge base, represents facts about the world, often in some form of subsumption ontology (rather than implicitly embedded in procedural code, in the way a conventional computer program does). Other common approaches in addition to a subsumption ontology include frames, conceptual graphs, and logical assertions. The second part, the inference engine, allows new knowledge to be inferred. Most commonly, it can take the form of IF-THEN rules coupled with forward chaining or backward chaining approaches ...
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Intelligent Agent
In artificial intelligence, an intelligent agent (IA) is anything which perceives its environment, takes actions autonomously in order to achieve goals, and may improve its performance with learning or may use knowledge. They may be simple or complex — a thermostat is considered an example of an intelligent agent, as is a human being, as is any system that meets the definition, such as a firm, a state, or a biome. Leading AI textbooks define "artificial intelligence" as the "study and design of intelligent agents", a definition that considers goal-directed behavior to be the essence of intelligence. Goal-directed agents are also described using a term borrowed from economics, "rational agent". An agent has an "objective function" that encapsulates all the IA's goals. Such an agent is designed to create and execute whatever plan will, upon completion, maximize the expected value of the objective function. For example, a reinforcement learning agent has a "reward function ...
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Cognitive Model
A cognitive model is an approximation of one or more cognitive processes in humans or other animals for the purposes of comprehension and prediction. There are many types of cognitive models, and they can range from box-and-arrow diagrams to a set of equations to software programs that interact with the same tools that humans use to complete tasks (e.g., computer mouse and keyboard). Relationship to cognitive architectures Cognitive models can be developed within or without a cognitive architecture, though the two are not always easily distinguishable. In contrast to cognitive architectures, cognitive models tend to be focused on a single cognitive phenomenon or process (e.g., list learning), how two or more processes interact (e.g., visual search bsc1780 decision making), or making behavioral predictions for a specific task or tool (e.g., how instituting a new software package will affect productivity). Cognitive architectures tend to be focused on the structural properties of the m ...
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Abstract Class
In programming languages, an abstract type is a type in a nominative type system that cannot be instantiated directly; a type that is not abstract – which ''can'' be instantiated – is called a ''concrete type''. Every instance of an abstract type is an instance of some concrete subtype. Abstract types are also known as ''existential types''. An abstract type may provide no implementation, or an incomplete implementation. In some languages, abstract types with no implementation (rather than an incomplete implementation) are known as ''protocols'', ''interfaces'', ''signatures'', or ''class types''. In class-based object-oriented programming, abstract types are implemented as ''abstract classes'' (also known as ''abstract base classes''), and concrete types as ''concrete classes''. In generic programming, the analogous notion is a concept, which similarly specifies syntax and semantics, but does not require a subtype relationship: two unrelated types may satisfy the same conce ...
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Newspeak (programming Language)
Newspeak is a programming language and platform in the tradition of Smalltalk and Self being developed by a team led by Gilad Bracha. The platform includes an integrated development environment (IDE), a graphical user interface (GUI) library, and standard libraries. Starting in 2006, Cadence Design Systems funded its development and employed the main contributors, but ended funding in January 2009. Newspeak is a class-based language. Classes may be nested, as in BETA. This is one of the key differences between Newspeak and Smalltalk. All names in Newspeak are late-bound, and are interpreted as message sends, as in Self. Newspeak is distinguished by its unusual approach to modularity. The language has no global namespace. Top level classes act as module declarations. Module declarations are first class values (i.e., they may be stored in variables, passed as parameters, returned from methods, etc.) and are stateless. Identity The name ''Newspeak'' is inspired by the Newspeak lang ...
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Client–server Model
The client–server model is a distributed application structure that partitions tasks or workloads between the providers of a resource or service, called servers, and service requesters, called clients. Often clients and servers communicate over a computer network on separate hardware, but both client and server may reside in the same system. A server host runs one or more server programs, which share their resources with clients. A client usually does not share any of its resources, but it requests content or service from a server. Clients, therefore, initiate communication sessions with servers, which await incoming requests. Examples of computer applications that use the client–server model are email, network printing, and the World Wide Web. Client and server role The "client–server" characteristic describes the relationship of cooperating programs in an application. The server component provides a function or service to one or many clients, which initiate requests for s ...
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