Active Record Pattern
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Active Record Pattern
In software engineering, the active record pattern is an architectural pattern. It is found in software that stores in-memory object data in relational databases. It was named by Martin Fowler in his 2003 book ''Patterns of Enterprise Application Architecture''. The interface of an object conforming to this pattern would include functions such as Insert, Update, and Delete, plus properties that correspond more or less directly to the columns in the underlying database table. The active record pattern is an approach to accessing data in a database. A database table or view is wrapped into a class. Thus, an object instance is tied to a single row in the table. After creation of an object, a new row is added to the table upon save. Any object loaded gets its information from the database. When an object is updated, the corresponding row in the table is also updated. The wrapper class implements accessor methods or properties for each column in the table or view. This pattern is com ...
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Software Engineering
Software engineering is a systematic engineering approach to software development. A software engineer is a person who applies the principles of software engineering to design, develop, maintain, test, and evaluate computer software. The term '' programmer'' is sometimes used as a synonym, but may also lack connotations of engineering education or skills. Engineering techniques are used to inform the software development process which involves the definition, implementation, assessment, measurement, management, change, and improvement of the software life cycle process itself. It heavily uses software configuration management which is about systematically controlling changes to the configuration, and maintaining the integrity and traceability of the configuration and code throughout the system life cycle. Modern processes use software versioning. History Beginning in the 1960s, software engineering was seen as its own type of engineering. Additionally, the development of soft ...
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Object–relational Mapping
Object–relational mapping (ORM, O/RM, and O/R mapping tool) in computer science is a programming technique for converting data between type systems using object-oriented programming languages. This creates, in effect, a "virtual object database" that can be used from within the programming language. There are both free and commercial packages available that perform object–relational mapping, although some programmers opt to construct their own ORM tools. In object-oriented programming, data-management tasks act on objects that are almost always non-scalar values. For example, consider an address book entry that represents a single person along with zero or more phone numbers and zero or more addresses. This could be modeled in an object-oriented implementation by a "Person object" with an attribute/field to hold each data item that the entry comprises: the person's name, a list of phone numbers, and a list of addresses. The list of phone numbers would itself contain "Phone ...
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Multitier Architecture
In software engineering, multitier architecture (often referred to as ''n''-tier architecture) is a client–server architecture in which presentation, application processing and data management functions are physically separated. The most widespread use of multitier architecture is the three-tier architecture. ''N''-tier application architecture provides a model by which developers can create flexible and reusable applications. By segregating an application into tiers, developers acquire the option of modifying or adding a specific tier, instead of reworking the entire application. A three-tier architecture is typically composed of a ''presentation'' tier, a ''logic'' tier, and a ''data'' tier. While the concepts of layer and tier are often used interchangeably, one fairly common point of view is that there is indeed a difference. This view holds that a ''layer'' is a logical structuring mechanism for the conceptual elements that make up the software solution, while a ''tier'' ...
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Separation Of Concerns
In computer science, separation of concerns is a design principle for separating a computer program into distinct sections. Each section addresses a separate '' concern'', a set of information that affects the code of a computer program. A concern can be as general as "the details of the hardware for an application", or as specific as "the name of which class to instantiate". A program that embodies SoC well is called a modular program. Modularity, and hence separation of concerns, is achieved by encapsulating information inside a section of code that has a well-defined interface. Encapsulation is a means of information hiding. Layered designs in information systems are another embodiment of separation of concerns (e.g., presentation layer, business logic layer, data access layer, persistence layer). Separation of concerns results in more degrees of freedom for some aspect of the program's design, deployment, or usage. Common among these is increased freedom for simplification and ...
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Single Responsibility Principle
The single-responsibility principle (SRP) is a computer programming principle that states that "A module should be responsible to one, and only one, actor." The term actor refers to a group (consisting of one or more stakeholders or users) that requires a change in the module. Robert C. Martin, the originator of the term, expresses the principle as, "A class should have only one reason to change". Because of confusion around the word "reason" he has also clarified saying that the "principle is about people." In some of his talks, he also argues that the principle is, in particular, about roles or actors. For example, while they might be the same person, the role of an accountant is different from a database administrator. Hence, each module should be responsible for each role. History The term was introduced by Robert C. Martin in his article "The Principles of OOD" as part of his ''Principles of Object Oriented Design'', made popular by his 2003 book ''Agile Software Developmen ...
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Mock Object
In object-oriented programming, mock objects are simulated objects that mimic the behaviour of real objects in controlled ways, most often as part of a software testing initiative. A programmer typically creates a mock object to test the behaviour of some other object, in much the same way that a car designer uses a crash test dummy to simulate the dynamic behaviour of a human in vehicle impacts. The technique is also applicable in generic programming. Motivation In a unit test, mock objects can simulate the behavior of complex, real objects and are therefore useful when a real object is impractical or impossible to incorporate into a unit test. If an object has any of the following characteristics, it may be useful to use a mock object in its place: * the object supplies non-deterministic results (e.g. the current time or the current temperature); * it has states that are difficult to create or reproduce (e.g. a network error); * it is slow (e.g. a complete database, which wo ...
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Software Framework
In computer programming, a software framework is an abstraction in which software, providing generic functionality, can be selectively changed by additional user-written code, thus providing application-specific software. It provides a standard way to build and deploy applications and is a universal, reusable software environment that provides particular functionality as part of a larger software platform to facilitate the development of software applications, products and solutions. Software frameworks may include support programs, compilers, code libraries, toolsets, and application programming interfaces (APIs) that bring together all the different components to enable development of a project or system. Frameworks have key distinguishing features that separate them from normal libraries: * ''inversion of control'': In a framework, unlike in libraries or in standard user applications, the overall program's flow of control is not dictated by the caller, but by the frame ...
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Foreign Key
A foreign key is a set of attributes in a table that refers to the primary key of another table. The foreign key links these two tables. Another way to put it: In the context of relational databases, a foreign key is a set of attributes subject to a certain kind of inclusion dependency constraints, specifically a constraint that the tuples consisting of the foreign key attributes in one relation, R, must also exist in some other (not necessarily distinct) relation, S, and furthermore that those attributes must also be a candidate key in S. In simpler words, a foreign key is a set of attributes that ''references'' a candidate key. For example, a table called TEAM may have an attribute, MEMBER_NAME, which is a foreign key referencing a candidate key, PERSON_NAME, in the PERSON table. Since MEMBER_NAME is a foreign key, any value existing as the name of a member in TEAM must also exist as a person's name in the PERSON table; in other words, every member of a TEAM is also a PERSON. ...
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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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Architectural Pattern (computer Science)
An architectural pattern is a general, reusable solution to a commonly occurring problem in software architecture within a given context. The architectural patterns address various issues in software engineering, such as computer hardware performance limitations, high availability and minimization of a business risk. Some architectural patterns have been implemented within software frameworks. The use of the word "pattern" in the software industry was influenced by similar concepts as expressed in traditional architecture, such as Christopher Alexander's ''A Pattern Language'' (1977) which discussed the practice in terms of establishing a pattern lexicon, prompting the practitioners of computer science to contemplate their own design lexicon. Usage of this metaphor within the software engineering profession became commonplace after the publication of ''Design Patterns'' (1994) by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides—now commonly known as the "Gang of F ...
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