Helper Object
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Helper Object
In object-oriented programming, a helper class is used to assist in providing some functionality, which isn't the main goal of the application or class in which it is used . An instance of a helper class is called a helper object (for example, in the delegation pattern). Helper classes are often created in introductory programming lessons, after the novice programmer has moved beyond creating one or two classes. A utility class is a special case of a helper class in which the methods are all static. In general, helper classes do not have to have all static methods, but may have instance variables. Multiple instances of the helper class may exist as well. Example This is also an example of a utility class. public static class PrependHelper Alternative to helper class Functions which are going to helper classes could be placed close to where they are used. The other alternative is wrapping helper class parameters into a class as a field. That class can have a name from the b ...
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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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Delegation Pattern
In software engineering, the delegation pattern is an object-oriented design pattern that allows object composition to achieve the same code reuse as inheritance. In delegation, an object handles a request by delegating to a second object (the ''delegate''). The delegate is a helper object, but ''with the original context''. With language-level support for delegation, this is done implicitly by having self in the delegate refer to the original (sending) object, not the delegate (receiving object). In the delegate pattern, this is instead accomplished by explicitly passing the original object to the delegate, as an argument to a method. Note that "delegation" is often used loosely to refer to the distinct concept of forwarding, where the sending object simply uses the corresponding member on the receiving object, evaluated in the context of the ''receiving'' object, not the original object. Note that this article uses "sending object/receiving object" for the two objects, rather t ...
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Utility Class
As a topic of economics, utility is used to model worth or value. Its usage has evolved significantly over time. The term was introduced initially as a measure of pleasure or happiness as part of the theory of utilitarianism by moral philosophers such as Jeremy Bentham and John Stuart Mill. The term has been adapted and reapplied within neoclassical economics, which dominates modern economic theory, as a utility function that represents a single consumer's preference ordering over a choice set but is not comparable across consumers. This concept of utility is personal and based on choice rather than on pleasure received, and so is specified more rigorously than the original concept but makes it less useful (and controversial) for ethical decisions. Utility function Consider a set of alternatives among which a person can make a preference ordering. The utility obtained from these alternatives is an unknown function of the utilities obtained from each alternative, not the sum ...
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Hierarchy (object-oriented Programming)
In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object ( prototype-based inheritance) or class ( class-based inheritance), retaining similar implementation. Also defined as deriving new classes ( sub classes) from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object" , with the exception of: constructors, destructor, overloaded operators and friend functions of the base class. Inheritance allows programmers to create classes that are built upon existing classes, to specify a new implementation while maintaining the same behaviors ( realizing an interface), to reuse code and to independently extend original software via public classes and interfaces. The relationships of objects or classes through inheritance give ris ...
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Class Diagram
In software engineering, a class diagram in the Unified Modeling Language (UML) is a type of static structure diagram that describes the structure of a system by showing the system's classes, their attributes, operations (or methods), and the relationships among objects. The class diagram is the main building block of object-oriented modeling. It is used for general conceptual modeling of the structure of the application, and for detailed modeling, translating the models into programming code. Class diagrams can also be used for data modeling. The classes in a class diagram represent both the main elements, interactions in the application, and the classes to be programmed. In the diagram, classes are represented with boxes that contain three compartments: * The top compartment contains the name of the class. It is printed in bold and centered, and the first letter is capitalized. * The middle compartment contains the attributes of the class. They are left-aligned and the first let ...
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Class-based Programming
Class-based programming, or more commonly class-orientation, is a style of object-oriented programming (OOP) in which inheritance occurs via defining ''classes'' of objects, instead of inheritance occurring via the objects alone (compare prototype-based programming). The most popular and developed model of OOP is a class-based model, instead of an object-based model. In this model, objects are entities that combine ''state'' (i.e., data), '' behavior'' (i.e., procedures, or ''methods'') and ''identity'' (unique existence among all other objects). The structure and behavior of an object are defined by a class, which is a definition, or blueprint, of all objects of a specific type. An object must be explicitly created based on a class and an object thus created is considered to be an instance of that class. An object is similar to a structure, with the addition of method pointers, member access control, and an implicit data member which locates instances of the class (i.e., obje ...
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