Forwarding (object-oriented Programming)
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Forwarding (object-oriented Programming)
In object-oriented programming, forwarding means that using a member of an object (either a property or a method) results in actually using the corresponding member of a different object: the use is ''forwarded'' to another object. Forwarding is used in a number of design patterns, where some members are forwarded to another object, while others are handled by the directly used object. The forwarding object is frequently called a wrapper object, and explicit forwarding members are called wrapper functions. Delegation Forwarding is often confused with delegation; formally, they are complementary concepts. In both cases, there are two objects, and the first (sending, wrapper) object uses the second (receiving, wrappee) object, for example to call a method. They differ in what self refers to on the receiving object (formally, in the evaluation environment of the method on the receiving object): in delegation it refers to the sending object, while in forwarding it refers to the re ...
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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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Protocol (object-oriented Programming)
In object-oriented programming, an interface or protocol type is a data type that acts as an abstraction of a class. It describes a set of method signatures, the implementations of which may be provided by multiple classes that are otherwise not necessarily related to each other. A class which provides the methods listed in an interface is said to ''implement'' the interface, or to ''adopt'' the protocol. Examples If objects are fully encapsulated then the interface is the only way in which they may be accessed by other objects. For example, in Java, the Comparable interface specifies a method compareTo() which implementing classes must implement. This means that a sorting method, for example, can sort a collection of any objects of types which implement the Comparable interface, without having to know anything about the inner nature of the class (except that two of these objects can be compared by means of compareTo()). Some programming languages provide explicit language supp ...
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Facade Pattern
The facade pattern (also spelled ''façade'') is a software design pattern commonly used in object-oriented programming. Analogous to a façade in architecture, it is an object that serves as a front-facing interface masking more complex underlying or structural code. A facade can: * improve the readability and usability of a software library by masking interaction with more complex components behind a single (and often simplified) application programming interface (API) * provide a context-specific interface to more generic functionality (complete with context-specific input validation) * serve as a launching point for a broader refactor of monolithic or tightly-coupled systems in favor of more loosely-coupled code Developers often use the facade design pattern when a system is very complex or difficult to understand because the system has many interdependent classes or because its source code is unavailable. This pattern hides the complexities of the larger system and provides ...
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Bridge Pattern
The bridge pattern is a software design pattern, design pattern used in software engineering that is meant to ''"decouple an Abstraction (computer science), abstraction from its implementation so that the two can vary independently"'', introduced by the Design Patterns, Gang of Four. The ''bridge'' uses encapsulation (computer science), encapsulation, Object composition#Aggregation, aggregation, and can use inheritance (object-oriented programming), inheritance to separate responsibilities into different Class (computer science), classes. When a class varies often, the features of object-oriented programming become very useful because changes to a Computer program, program's Source code, code can be made easily with minimal prior knowledge about the program. The bridge pattern is useful when both the class and what it does vary often. The class itself can be thought of as the ''abstraction'' and what the class can do as the ''implementation''. The bridge pattern can also be thought ...
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Adapter Pattern
In software engineering, the adapter pattern is a software design pattern (also known as wrapper, an alternative naming shared with the decorator pattern) that allows the interface of an existing class to be used as another interface. It is often used to make existing classes work with others without modifying their source code. An example is an adapter that converts the interface of a Document Object Model of an XML document into a tree structure that can be displayed. Overview The adapter design pattern is one of the twenty-three well-known Gang of Four design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse. The adapter design pattern solves problems like: * How can a class be reused that does not have an interface that a client requires? * How can classes that have incompatible interfaces work together? * How can an alternative inte ...
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Proxy Pattern
In computer programming, the proxy pattern is a software design pattern. A ''proxy'', in its most general form, is a class functioning as an interface to something else. The proxy could interface to anything: a network connection, a large object in memory, a file, or some other resource that is expensive or impossible to duplicate. In short, a proxy is a wrapper or agent object that is being called by the client to access the real serving object behind the scenes. Use of the proxy can simply be forwarding to the real object, or can provide additional logic. In the proxy, extra functionality can be provided, for example caching when operations on the real object are resource intensive, or checking preconditions before operations on the real object are invoked. For the client, usage of a proxy object is similar to using the real object, because both implement the same interface. Overview The Proxy design pattern is one of the twenty-three well-known '' GoF design patterns'' that ...
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Chain-of-responsibility Pattern
In object-oriented design, the chain-of-responsibility pattern is a behavioral design pattern consisting of a source of command objects and a series of processing objects. Each processing object contains logic that defines the types of command objects that it can handle; the rest are passed to the next processing object in the chain. A mechanism also exists for adding new processing objects to the end of this chain. In a variation of the standard chain-of-responsibility model, some handlers may act as dispatchers, capable of sending commands out in a variety of directions, forming a ''tree of responsibility''. In some cases, this can occur recursively, with processing objects calling higher-up processing objects with commands that attempt to solve some smaller part of the problem; in this case recursion continues until the command is processed, or the entire tree has been explored. An XML interpreter might work in this manner. This pattern promotes the idea of loose coupling. Th ...
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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 comput ...
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Type Safety
In computer science, type safety and type soundness are the extent to which a programming language discourages or prevents type errors. Type safety is sometimes alternatively considered to be a property of facilities of a computer language; that is, some facilities are type-safe and their usage will not result in type errors, while other facilities in the same language may be type-unsafe and a program using them may encounter type errors. The behaviors classified as type errors by a given programming language are usually those that result from attempts to perform operations on values that are not of the appropriate data type, e.g., adding a string to an integer when there's no definition on how to handle this case. This classification is partly based on opinion. Type enforcement can be static, catching potential errors at compile time, or dynamic, associating type information with values at run-time and consulting them as needed to detect imminent errors, or a combination of bo ...
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Interface (Java)
An interface in the Java programming language is an abstract type that is used to declare a behavior that classes must implement. They are similar to protocols. Interfaces are declared using the interface keyword, and may only contain method signature and constant declarations (variable declarations that are declared to be both static and final). All methods of an Interface do not contain implementation (method bodies) as of all versions below Java 8. Starting with Java 8, default and static methods may have implementation in the interface definition. Then, in Java 9, private and private static methods were added. At present, a Java interface can have up to six different types. Interfaces cannot be instantiated, but rather are implemented. A class that implements an interface must implement all of the non-default methods described in the interface, or be an abstract class. Object references in Java may be specified to be of an interface type; in each case, they must either be ...
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Decorator Pattern
In object-oriented programming, the decorator pattern is a design pattern that allows behavior to be added to an individual object, dynamically, without affecting the behavior of other instances of the same class. The decorator pattern is often useful for adhering to the Single Responsibility Principle, as it allows functionality to be divided between classes with unique areas of concern as well as to the Open-Closed Principle, by allowing the functionality of a class to be extended without being modified. Decorator use can be more efficient than subclassing, because an object's behavior can be augmented without defining an entirely new object. Overview The ''decorator'' design pattern is one of the twenty-three well-known ''design patterns''; these describe how to solve recurring design problems and design flexible and reusable object-oriented software—that is, objects which are easier to implement, change, test, and reuse. The decorator pattern provides a flexible alterna ...
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Class (computer Science)
In object-oriented programming, a class defines the shared aspects of objects created from the class. The capabilities of a class differ between programming languages, but generally the shared aspects consist of state ( variables) and behavior ( methods) that are each either associated with a particular object or with all objects of that class. Object state can differ between each instance of the class whereas the class state is shared by all of them. The object methods include access to the object state (via an implicit or explicit parameter that references the object) whereas class methods do not. If the language supports inheritance, a class can be defined based on another class with all of its state and behavior plus additional state and behavior that further specializes the class. The specialized class is a ''sub-class'', and the class it is based on is its ''superclass''. Attributes Object lifecycle As an instance of a class, an object is constructed from a class via '' ...
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