Mutator Method
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Mutator Method
In computer science, a mutator method is a method used to control changes to a variable. They are also widely known as setter methods. Often a setter is accompanied by a getter, which returns the value of the private member variable. They are also known collectively as accessors. The mutator method is most often used in object-oriented programming, in keeping with the principle of encapsulation. According to this principle, member variables of a class are made private to hide and protect them from other code, and can only be modified by a public member function (the mutator method), which takes the desired new value as a parameter, optionally validates it, and modifies the private member variable. Mutator methods can be compared to assignment operator overloading but they typically appear at different levels of the object hierarchy. Mutator methods may also be used in non-object-oriented environments. In this case, a reference to the variable to be modified is passed to the mut ...
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Computer Science
Computer science is the study of computation, information, and automation. Computer science spans Theoretical computer science, theoretical disciplines (such as algorithms, theory of computation, and information theory) to Applied science, applied disciplines (including the design and implementation of Computer architecture, hardware and Software engineering, software). Algorithms and data structures are central to computer science. The theory of computation concerns abstract models of computation and general classes of computational problem, problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and preventing security vulnerabilities. Computer graphics (computer science), Computer graphics and computational geometry address the generation of images. Programming language theory considers different ways to describe computational processes, and database theory concerns the management of re ...
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Boilerplate Code
In computer programming, boilerplate code, or simply boilerplate, are sections of code that are repeated in multiple places with little to no variation. When using languages that are considered ''verbose'', the programmer must write a lot of boilerplate code to accomplish only minor functionality. The need for boilerplate can be reduced through high-level mechanisms such as metaprogramming (which has the computer automatically write the needed boilerplate code or insert it at compile time), convention over configuration (which provides good default values, reducing the need to specify program details in every project) and model-driven engineering (which uses models and model-to-code generators, eliminating the need for manual boilerplate code). It is also possible to move boilerplate code to an '' abstract class'' so that it can be inherited by any number of '' concrete classes''. Another option would be to move it into a subroutine so that it can be called instead of being du ...
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Variable (programming)
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 Data (computer science), data or Object (computer science), object 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 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 R ...
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D (programming Language)
D, also known as dlang, is a multi-paradigm system programming language created by Walter Bright at Digital Mars and released in 2001. Andrei Alexandrescu joined the design and development effort in 2007. Though it originated as a re-engineering of C++, D is now a very different language. As it has developed, it has drawn inspiration from other high-level programming languages. Notably, it has been influenced by Java, Python, Ruby, C#, and Eiffel. The D language reference describes it as follows: Features D is not source-compatible with C and C++ source code in general. However, any code that is legal in both C/C++ and D should behave in the same way. Like C++, D has closures, anonymous functions, compile-time function execution, design by contract, ranges, built-in container iteration concepts, and type inference. D's declaration, statement and expression syntaxes also closely match those of C++. Unlike C++, D also implements garbage collection, first cl ...
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Common Lisp Object System
The Common Lisp Object System (CLOS) is the facility for object-oriented programming in American National Standards Institute, ANSI Common Lisp. CLOS is a powerful dynamic programming language, dynamic object system which differs radically from the OOP facilities found in more static languages such as C++ or Java (programming language), Java. CLOS was inspired by earlier Lisp object systems such as Flavors (computer science), MIT Flavors and CommonLoops, although it is more general than either. Originally proposed as an add-on, CLOS was adopted as part of the ANSI standard for Common Lisp and has been adapted into other Lisp dialects such as EuLisp or Emacs Lisp. Features The basic building blocks of CLOS are method (computer programming), methods, Class (computer programming), classes, instances of those classes, and generic functions. CLOS provides macros to define those: defclass, defmethod, and defgeneric. Instances are created with the method make-instance. Classes can hav ...
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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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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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UML Mutator Method
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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Inline Function
In the C (programming language), C and C++ programming languages, an inline function is one qualified with the Keyword (computer programming), keyword inline; this serves two purposes: # It serves as a compiler directive that suggests (but does not require) that the compiler substitute the body of the function inline by performing inline expansion, i.e. by inserting the function code at the address of each function call, thereby saving the overhead of a function call. In this respect it is analogous to the register storage class specifier, which similarly provides an optimization hint. # The second purpose of inline is to change linkage behavior; the details of this are complicated. This is necessary due to the C/C++ separate compilation + linkage model, specifically because the definition (body) of the function must be duplicated in all Translation unit (programming), translation units where it is used, to allow inlining during ''compiling'', which, if the function has external ...
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Software Bug
A software bug is a design defect ( bug) in computer software. A computer program with many or serious bugs may be described as ''buggy''. The effects of a software bug range from minor (such as a misspelled word in the user interface) to severe (such as frequent crashing). In 2002, a study commissioned by the US Department of Commerce's National Institute of Standards and Technology concluded that "software bugs, or errors, are so prevalent and so detrimental that they cost the US economy an estimated $59 billion annually, or about 0.6 percent of the gross domestic product". Since the 1950s, some computer systems have been designed to detect or auto-correct various software errors during operations. History Terminology ''Mistake metamorphism'' (from Greek ''meta'' = "change", ''morph'' = "form") refers to the evolution of a defect in the final stage of software deployment. Transformation of a ''mistake'' committed by an analyst in the early stages of the softw ...
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Data Integrity
Data integrity is the maintenance of, and the assurance of, data accuracy and consistency over its entire Information Lifecycle Management, life-cycle. It is a critical aspect to the design, implementation, and usage of any system that stores, processes, or retrieves data. The term is broad in scope and may have widely different meanings depending on the specific context even under the same general umbrella of computing. It is at times used as a proxy term for data quality, while data validation is a prerequisite for data integrity. Definition Data integrity is the opposite of data corruption. The overall intent of any data integrity technique is the same: ensure data is recorded exactly as intended (such as a database correctly rejecting mutually exclusive possibilities). Moreover, upon later Data retrieval, retrieval, ensure the data is the same as when it was originally recorded. In short, data integrity aims to prevent unintentional changes to information. Data integrity is no ...
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Cross-validation (statistics)
Cross-validation, sometimes called rotation estimation or out-of-sample testing, is any of various similar model validation techniques for assessing how the results of a statistics, statistical analysis will Generalization error, generalize to an independent data set. Cross-validation includes Resampling (statistics), resampling and sample splitting methods that use different portions of the data to test and train a model on different iterations. It is often used in settings where the goal is prediction, and one wants to estimate how accuracy, accurately a predictive modelling, predictive model will perform in practice. It can also be used to assess the quality of a fitted model and the stability of its parameters. In a prediction problem, a model is usually given a dataset of ''known data'' on which training is run (''training dataset''), and a dataset of ''unknown data'' (or ''first seen'' data) against which the model is tested (called the validation set, validation dataset o ...
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