Constant Interface
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Constant Interface
In the Java programming language, the constant interface pattern describes the use of an interface solely to define constants, and having classes implement that interface in order to achieve convenient syntactic access to those constants. However, since constants are very often merely an implementation detail, and the interfaces implemented by a class are part of its exported API, this practice amounts to putting implementations details into the API, which was considered inappropriate by, e.g., Java designer Joshua Bloch. In general, collecting system constants into classes independent of behaviour might create a poor object-oriented design because it is often a sign of low cohesion. For these reasons, constant interfaces may be considered an anti-pattern. Use of this pattern has a few other downsides: # It pollutes the class namespace with read-only variables that may not be of use. # Contrary to the compile-time tactical utility of implementing a constant interface, the inciden ...
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Java Programming Language
Java is a high-level, class-based, object-oriented programming language that is designed to have as few implementation dependencies as possible. It is a general-purpose programming language intended to let programmers ''write once, run anywhere'' ( WORA), meaning that compiled Java code can run on all platforms that support Java without the need to recompile. Java applications are typically compiled to bytecode that can run on any Java virtual machine (JVM) regardless of the underlying computer architecture. The syntax of Java is similar to C and C++, but has fewer low-level facilities than either of them. The Java runtime provides dynamic capabilities (such as reflection and runtime code modification) that are typically not available in traditional compiled languages. , Java was one of the most popular programming languages in use according to GitHub, particularly for client–server web applications, with a reported 9 million developers. Java was originally developed ...
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Design Pattern (computer Science)
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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Interface (Java)
An interface in the Java programming language is an abstract type that is used to describe 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 nu ...
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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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Joshua Bloch
Joshua J. Bloch (born August 28, 1961) is an American software engineer and a technology author, formerly employed at Sun Microsystems and Google. He led the design and implementation of numerous Java platform features, including the Java Collections Framework, the package, and the mechanism."About the Author"
''Effective Java Programming Language Guide''
He is the author of the programming guide ''Effective Java'' (2001), which won the 2001 Jolt Award, and is a co-author of two other Java books, ''Java Puzzlers'' (2005) and ''Java Concurrency In Practice'' (2006). Bloch holds a in

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Object-oriented
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 impera ...
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Cohesion (computer Science)
In computer programming, cohesion refers to the ''degree to which the elements inside a module belong together''. In one sense, it is a measure of the strength of relationship between the methods and data of a class and some unifying purpose or concept served by that class. In another sense, it is a measure of the strength of relationship between the class's methods and data themselves. Cohesion is an ordinal type of measurement and is usually described as “high cohesion” or “low cohesion”. Modules with high cohesion tend to be preferable, because high cohesion is associated with several desirable traits of software including robustness, reliability, reusability, and understandability. In contrast, low cohesion is associated with undesirable traits such as being difficult to maintain, test, reuse, or even understand. Cohesion is often contrasted with coupling, a different concept. High cohesion often correlates with loose coupling, and vice versa. The software metrics of ...
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Anti-pattern
An anti-pattern in software engineering, project management, and business processes is a common response to a recurring problem that is usually ineffective and risks being highly counterproductive. The term, coined in 1995 by computer programmer Andrew Koenig (programmer), Andrew Koenig, was inspired by the book ''Design Patterns (book), Design Patterns'' (which highlights a number of design patterns in software development that its authors considered to be highly reliable and effective) and first published in his article in the ''Journal of Object-Oriented Programming''. A further paper in 1996 presented by Michael Ackroyd at the Object World West Conference also documented anti-patterns. It was, however, the 1998 book ''AntiPatterns'' that both popularized the idea and extended its scope beyond the field of software design to include software architecture and project management. Other authors have extended it further since to encompass environmental/organizational/cultural anti-pa ...
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Namespace
In computing, a namespace is a set of signs (''names'') that are used to identify and refer to objects of various kinds. A namespace ensures that all of a given set of objects have unique names so that they can be easily identified. Namespaces are commonly structured as hierarchies to allow reuse of names in different contexts. As an analogy, consider a system of naming of people where each person has a given name, as well as a family name shared with their relatives. If the first names of family members are unique only within each family, then each person can be uniquely identified by the combination of first name and family name; there is only one Jane Doe, though there may be many Janes. Within the namespace of the Doe family, just "Jane" suffices to unambiguously designate this person, while within the "global" namespace of all people, the full name must be used. Prominent examples for namespaces include file systems, which assign names to files. Some programming languages ...
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Compile-time
In computer science, compile time (or compile-time) describes the time window during which a computer program is compiled. The term is used as an adjective to describe concepts related to the context of program compilation, as opposed to concepts related to the context of program execution ( runtime). For example, ''compile-time requirements'' are programming language requirements that must be met by source code before compilation and ''compile-time properties'' are properties of the program that can be reasoned about during compilation. The actual length of time it takes to compile a program is usually referred to as ''compilation time''. Compile time/Early binding vs Run time The determination of execution model have been set during the compile time stage. Run time- the method of execution and allocation - have been set during the run time and are based on the run time dynamicity. Overview Most compilers have at least the following compiler phases (which therefore occur at c ...
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Run Time (program Lifecycle Phase)
In computer science, runtime, run time, or execution time is the final phase of a computer programs life cycle, in which the code is being executed on the computer's central processing unit (CPU) as machine code. In other words, "runtime" is the running phase of a program. A runtime error is detected after or during the execution (running state) of a program, whereas a compile-time error is detected by the compiler before the program is ever executed. Type checking, register allocation, code generation, and code optimization are typically done at compile time, but may be done at runtime depending on the particular language and compiler. Many other runtime errors exist and are handled differently by different programming languages, such as division by zero errors, domain errors, array subscript out of bounds errors, arithmetic underflow errors, several types of underflow and overflow errors, and many other runtime errors generally considered as software bugs which may or may ...
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Marker Interface Pattern
The marker interface pattern is a design pattern in computer science, used with languages that provide run-time type information about objects. It provides a means to associate metadata with a class where the language does not have explicit support for such metadata. To use this pattern, a class implements a marker interface (also called tagging interface) which is an empty interface, and methods that interact with instances of that class test for the existence of the interface. Whereas a typical interface specifies functionality (in the form of method declarations) that an implementing class must support, a marker interface need not do so. The mere presence of such an interface indicates specific behavior on the part of the implementing class. Hybrid interfaces, which both act as markers and specify required methods, are possible but may prove confusing if improperly used. Example An example of the application of marker interfaces from the Java programming language is the inte ...
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