Data Clump (Code Smell)
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Data Clump (Code Smell)
In object-oriented programming, "data clump" is a name given to any group of variables which are passed around together (in a clump) throughout various parts of the program. A data clump, like other code smells, can indicate deeper problems with the program design or implementation. The group of variables that typically make up a data clump are often closely related or interdependent and are often used together in a group as a result. A data clump is also known as a specific kind of class-level code smell that may be a symptom of poorly written source code. Refactoring data clumps In general, data clumps should be refactored. The presence of data clumps typically indicates poor software design because it would be more appropriate to formally group the different variables together into a single object, and pass around only this object instead of the numerous primitives. Using an object to replace a data clump can reduce the overall code size as well as help the program code to re ...
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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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Variable (computer Science)
In computer programming, a variable is an abstract storage location paired with an associated symbol, symbolic name, which contains some known or unknown quantity of information referred to as a ''value (computer science), value''; or in simpler terms, a variable is a named container for a particular set of bits or :simple:Data_type, type of data (like Integer (computer science), integer, Floating-point arithmetic, float, String (computer science), string etc...). A variable can eventually be associated with or identified by a memory address. The variable name is the usual way to Reference (computer science), reference the stored value, in addition to referring to the variable itself, depending on the context. This separation of name and content allows the name to be used independently of the exact information it represents. The identifier in computer source code can be Name binding, bound to a Value (computer science), value during Run time (program lifecycle phase), run time, and ...
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Code Smell
In computer programming, a code smell is any characteristic in the source code of a program that possibly indicates a deeper problem. Determining what is and is not a code smell is subjective, and varies by language, developer, and development methodology. The term was popularised by Kent Beck on WardsWiki in the late 1990s. Usage of the term increased after it was featured in the 1999 book ''Refactoring: Improving the Design of Existing Code'' by Martin Fowler. It is also a term used by agile programmers. Definition One way to look at smells is with respect to principles and quality: "Smells are certain structures in the code that indicate violation of fundamental design principles and negatively impact design quality". Code smells are usually not bugs; they are not technically incorrect and do not prevent the program from functioning. Instead, they indicate weaknesses in design that may slow down development or increase the risk of bugs or failures in the future. Bad code sme ...
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Code Smell
In computer programming, a code smell is any characteristic in the source code of a program that possibly indicates a deeper problem. Determining what is and is not a code smell is subjective, and varies by language, developer, and development methodology. The term was popularised by Kent Beck on WardsWiki in the late 1990s. Usage of the term increased after it was featured in the 1999 book ''Refactoring: Improving the Design of Existing Code'' by Martin Fowler. It is also a term used by agile programmers. Definition One way to look at smells is with respect to principles and quality: "Smells are certain structures in the code that indicate violation of fundamental design principles and negatively impact design quality". Code smells are usually not bugs; they are not technically incorrect and do not prevent the program from functioning. Instead, they indicate weaknesses in design that may slow down development or increase the risk of bugs or failures in the future. Bad code sme ...
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Code Refactoring
In computer programming and software design, code refactoring is the process of restructuring existing computer code—changing the '' factoring''—without changing its external behavior. Refactoring is intended to improve the design, structure, and/or implementation of the software (its '' non-functional'' attributes), while preserving its functionality. Potential advantages of refactoring may include improved code readability and reduced complexity; these can improve the source codes maintainability and create a simpler, cleaner, or more expressive internal architecture or object model to improve extensibility. Another potential goal for refactoring is improved performance; software engineers face an ongoing challenge to write programs that perform faster or use less memory. Typically, refactoring applies a series of standardized basic ''micro-refactorings'', each of which is (usually) a tiny change in a computer program's source code that either preserves the behavior of ...
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Software Design Pattern
In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code. Rather, it is a description or template for how to solve a problem that can be used in many different situations. Design patterns are formalized best practices that the programmer can use to solve common problems when designing an 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 not necessarily suitable for non-object-oriented langua ...
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Object (computer Science)
In computer science, an object can be a variable, a data structure, a function, or a method. As regions of memory, they contain value and are referenced by identifiers. In the object-oriented programming paradigm, ''object'' can be a combination of variables, functions, and data structures; in particular in class-based variations of the paradigm it refers to a particular instance of a class. In the relational model of database management, an object can be a table or column, or an association between data and a database entity (such as relating a person's age to a specific person). Object-based languages An important distinction in programming languages is the difference between an object-oriented language and an object-based language. A language is usually considered object-based if it includes the basic capabilities for an object: identity, properties, and attributes. A language is considered object-oriented if it is object-based and also has the capability of polymorphism, ...
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Method (computer Programming)
A method in object-oriented programming (OOP) is a procedure associated with a message and an object. An object consists of ''state data'' and ''behavior''; these compose an ''interface'', which specifies how the object may be utilized by any of its various consumers. A method is a behavior of an object parametrized by a consumer. Data is represented as properties of the object, and behaviors are represented as methods. For example, a Window object could have methods such as open and close, while its state (whether it is open or closed at any given point in time) would be a property. In class-based programming, methods are defined within a class, and objects are instances of a given class. One of the most important capabilities that a method provides is ''method overriding'' - the same name (e.g., area) can be used for multiple different kinds of classes. This allows the sending objects to invoke behaviors and to delegate the implementation of those behaviors to the receiving o ...
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Integrated Development Environment
An integrated development environment (IDE) is a software application that provides comprehensive facilities to computer programmers for software development. An IDE normally consists of at least a source code editor, build automation tools and a debugger. Some IDEs, such as NetBeans and Eclipse, contain the necessary compiler, interpreter, or both; others, such as SharpDevelop and Lazarus, do not. The boundary between an IDE and other parts of the broader software development environment is not well-defined; sometimes a version control system or various tools to simplify the construction of a graphical user interface (GUI) are integrated. Many modern IDEs also have a class browser, an object browser, and a class hierarchy diagram for use in object-oriented software development. Overview Integrated development environments are designed to maximize programmer productivity by providing tight-knit components with similar user interfaces. IDEs present a single program i ...
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Instance Variable
In class-based, object-oriented programming, an instance variable is a variable defined in a class (i.e. a member variable), for which each instantiated object of the class has a separate copy, or instance. An instance variable has similarities with a class variable, but is non-static. An instance variable is a variable which is declared in a class but outside of constructors, methods, or blocks. Instance variables are created when an object is instantiated, and are accessible to all the constructors, methods, or blocks in the class. Access modifiers can be given to the instance variable. An instance variable is not a class variable although there are similarities. It is a type of class attribute (or class property, field, or data member). The same dichotomy between ''instance'' and ''class'' members applies to methods ("member functions") as well; a class may have both instance methods and class method A method in object-oriented programming (OOP) is a procedure associate ...
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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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