Interface (object Oriented Programming)
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Interface (object Oriented Programming)
In object-oriented programming, an interface or protocol type is a data type describing 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 a protocol is said to ''adopt'' the protocol, or to ''implement'' the interface. If objects are fully encapsulated then the protocol 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 support for protocols (Ada, C#, D, Dart, Delphi, Go, Jav ...
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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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Racket (programming Language)
Racket is a general-purpose, multi-paradigm programming language and a multi-platform distribution that includes the Racket language, compiler, large standard library, IDE, development tools, and a set of additional languages including Typed Racket (a sister language of Racket with a static type-checker), Swindle, FrTime, Lazy Racket, R5RS & R6RS Scheme, Scribble, Datalog, Racklog, Algol 60 and several teaching languages. The Racket language is a modern dialect of Lisp and a descendant of Scheme. It is designed as a platform for programming language design and implementation. In addition to the core Racket language, ''Racket'' is also used to refer to the family of programming languages and set of tools supporting development on and with Racket. Racket is also used for scripting, computer science education, and research. The Racket platform provides an implementation of the Racket language (including a runtime system, libraries, and compiler supporting several compilation m ...
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Class (computer Science)
In object-oriented programming, a class is an extensible program-code-template for creating objects, providing initial values for state (member variables) and implementations of behavior (member functions or methods). In many languages, the class name is used as the name for the class (the template itself), the name for the default constructor of the class (a subroutine that creates objects), and as the type of objects generated by instantiating the class; these distinct concepts are easily conflated. Although, to the point of conflation, one could argue that is a feature inherent in a language because of its polymorphic nature and why these languages are so powerful, dynamic and adaptable for use compared to languages without polymorphism present. Thus they can model dynamic systems (i.e. the real world, machine learning, AI) more easily. When an object is created by a constructor of the class, the resulting object is called an instance of the class, and the member variabl ...
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Delegation (programming)
In computing or computer programming, delegation refers generally to one entity passing something to another entity,Barry Wilkinson, ''Grid Computing: Techniques and Applications'' (2009), p. 164, . and narrowly to various specific forms of relationships. These include: * Delegation (object-oriented programming), evaluating a member of one object (the receiver) in the context of another, original object (the sender). ** Delegation pattern, a design pattern implementing this feature. ** Forwarding (object-oriented programming), an often-confused technique where a sending object uses the corresponding member of another object, without the receiving object having any knowledge of the original, sending object. ** Object aggregation or consultation, general term for one object using another. * Delegation (computer security), one user or process allowing another user or process to use their credentials or permissions. * Delegate (CLI), a form of type-safe function pointer used by the Com ...
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Concept (generic Programming)
In generic programming, a concept is a description of supported operations on a type, including syntax and semantics. In this way, concepts are related to abstract types but concepts do not require a subtype relationship. Language use The term was in use as early as 1998 for STL, as this was one of the first libraries that extensively used templates. The term ''concept'' (and its popularization) is credited to Alexander Stepanov, the primary designer of the STL. In the C++ 1998 standard, the ''Concept'' term was introduced to name just a simple description of the requirements for particular type, usually being a template parameter. It was not encoded in the language explicitly – the concept was expressed only by what operations are attempted on objects of that type and what is expected to work (that is, to compile correctly). There was a proposal to add concepts as an explicit language feature in C++11, though it was rejected as "not ready". C++20 eventually accepted the refined ...
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ML (programming Language)
ML (Meta Language) is a general-purpose functional programming language. It is known for its use of the polymorphic Hindley–Milner type system, which automatically assigns the types of most expressions without requiring explicit type annotations, and ensures type safetythere is a formal proof that a well-typed ML program does not cause runtime type errors. ML provides pattern matching for function arguments, garbage collection, imperative programming, call-by-value and currying. It is used heavily in programming language research and is one of the few languages to be completely specified and verified using formal semantics. Its types and pattern matching make it well-suited and commonly used to operate on other formal languages, such as in compiler writing, automated theorem proving, and formal verification. Overview Features of ML include a call-by-value evaluation strategy, first-class functions, automatic memory management through garbage collection, parametric polymorph ...
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Haskell (programming Language)
Haskell () is a general-purpose, statically-typed, purely functional programming language with type inference and lazy evaluation. Designed for teaching, research and industrial applications, Haskell has pioneered a number of programming language features such as type classes, which enable type-safe operator overloading, and monadic IO. Haskell's main implementation is the Glasgow Haskell Compiler (GHC). It is named after logician Haskell Curry. Haskell's semantics are historically based on those of the Miranda programming language, which served to focus the efforts of the initial Haskell working group. The last formal specification of the language was made in July 2010, while the development of GHC continues to expand Haskell via language extensions. Haskell is used in academia and industry. , Haskell was the 28th most popular programming language by Google searches for tutorials, and made up less than 1% of active users on the GitHub source code repository. History ...
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Type Class
In computer science, a type class is a type system construct that supports ad hoc polymorphism. This is achieved by adding constraints to type variables in parametrically polymorphic types. Such a constraint typically involves a type class T and a type variable a, and means that a can only be instantiated to a type whose members support the overloaded operations associated with T. Type classes were first implemented in the Haskell programming language after first being proposed by Philip Wadler and Stephen Blott as an extension to "eqtypes" in Standard ML, and were originally conceived as a way of implementing overloaded arithmetic and equality operators in a principled fashion. In contrast with the "eqtypes" of Standard ML, overloading the equality operator through the use of type classes in Haskell does not require extensive modification of the compiler frontend or the underlying type system. Overview Type classes are defined by specifying a set of function or constant name ...
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Collection (abstract Data Type)
In computer programming, a collection is a grouping of some variable number of data items (possibly zero) that have some shared significance to the problem being solved and need to be operated upon together in some controlled fashion. Generally, the data items will be of the same type or, in languages supporting inheritance, derived from some common ancestor type. A collection is a concept applicable to abstract data types, and does not prescribe a specific implementation as a concrete data structure, though often there is a conventional choice (see Container for type theory discussion). Examples of collections include lists, sets, multisets, trees and graphs. Fixed-size arrays (or tables) are usually not considered a collection because they hold a fixed number of data items, although they commonly play a role in the implementation of collections. Variable-size arrays are generally considered collections. Linear collections Many collections define a particular linear ordering, ...
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Python (programming Language)
Python is a high-level, general-purpose programming language. Its design philosophy emphasizes code readability with the use of significant indentation. Python is dynamically-typed and garbage-collected. It supports multiple programming paradigms, including structured (particularly procedural), object-oriented and functional programming. It is often described as a "batteries included" language due to its comprehensive standard library. Guido van Rossum began working on Python in the late 1980s as a successor to the ABC programming language and first released it in 1991 as Python 0.9.0. Python 2.0 was released in 2000 and introduced new features such as list comprehensions, cycle-detecting garbage collection, reference counting, and Unicode support. Python 3.0, released in 2008, was a major revision that is not completely backward-compatible with earlier versions. Python 2 was discontinued with version 2.7.18 in 2020. Python consistently ranks as ...
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Duck Typing
Duck typing in computer programming is an application of the duck test—"If it walks like a duck and it quacks like a duck, then it must be a duck"—to determine whether an object can be used for a particular purpose. With nominative typing, an object is ''of a given type'' if it is declared to be (or if a type's association with the object is inferred through mechanisms such as object inheritance). In duck typing, an object is ''of a given type'' if it has all methods and properties required by that type. Duck typing can be viewed as a usage-based structural equivalence between a given object and the requirements of a type. See structural typing for a further explanation of structural type equivalence. Example This is a simple example in Python 3 that demonstrates how any object may be used in any context, up until it is used in a way that it does not support. class Duck: def swim(self): print("Duck swimming") def fly(self): print("Duck flyi ...
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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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