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Method Chaining
Method chaining is a common syntax for invoking multiple method calls in object-oriented programming languages. Each method returns an object, allowing the calls to be chained together in a single statement without requiring variables to store the intermediate results. Rationale Local variable declarations are syntactic sugar. Method chaining eliminates an extra variable for each intermediate step. The developer is saved from the cognitive burden of naming the variable and keeping the variable in mind. Method chaining has been referred to as producing a "train wreck" due to the increase in the number of methods that come one after another in the same line that occurs as more methods are chained together. A similar syntax is method cascading, where after the method call the expression evaluates to the current object, not the return value of the method. Cascading can be implemented using method chaining by having the method return the current object itself. Cascading is a k ...
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Syntax (programming Languages)
In computer science, the syntax of a computer language is the rules that define the combinations of symbols that are considered to be correctly structured Statement (computer science), statements or Expression (computer science), expressions in that language. This applies both to programming languages, where the document represents source code, and to markup languages, where the document represents data. The syntax of a language defines its surface form. Text-based user interface, Text-based computer languages are based on sequences of Character (computing), characters, while visual programming languages are based on the spatial layout and connections between symbols (which may be textual or graphical). Documents that are syntactically invalid are said to have a syntax error. When designing the syntax of a language, a designer might start by writing down examples of both legal and illegal String (computer science), strings, before trying to figure out the general rules from these ...
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JavaScript
JavaScript (), often abbreviated as JS, is a programming language and core technology of the World Wide Web, alongside HTML and CSS. Ninety-nine percent of websites use JavaScript on the client side for webpage behavior. Web browsers have a dedicated JavaScript engine that executes the client code. These engines are also utilized in some servers and a variety of apps. The most popular runtime system for non-browser usage is Node.js. JavaScript is a high-level, often just-in-time–compiled language that conforms to the ECMAScript standard. It has dynamic typing, prototype-based object-orientation, and first-class functions. It is multi-paradigm, supporting event-driven, functional, and imperative programming styles. It has application programming interfaces (APIs) for working with text, dates, regular expressions, standard data structures, and the Document Object Model (DOM). The ECMAScript standard does not include any input/output (I/O), such as netwo ...
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Articles With Example Ruby Code
Article often refers to: * Article (grammar), a grammatical element used to indicate definiteness or indefiniteness * Article (publishing), a piece of nonfictional prose that is an independent part of a publication Article(s) may also refer to: Government and law * Elements of treaties of the European Union * Articles of association, the regulations governing a company, used in India, the UK and other countries; called articles of incorporation in the US * Articles of clerkship, the contract accepted to become an articled clerk * Articles of Confederation, the predecessor to the current United States Constitution * Article of impeachment, a formal document and charge used for impeachment in the United States * Article of manufacture, in the United States patent law, a category of things that may be patented * Articles of organization, for limited liability organizations, a US equivalent of articles of association Other uses * Article element , in HTML * "Articles", a song on ...
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Method (computer Programming)
A method in object-oriented programming (OOP) is a procedure associated with an object, and generally also a message. An object consists of ''state data'' and ''behavior''; these compose an ''interface'', which specifies how the object may be used. A method is a behavior of an object parametrized by a user. 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 object. A method in ...
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Pyramid Of Doom (programming)
In computer programming, a common challenge facing systems programmers is that before an operation can be performed, a number of conditions must first be checked to confirm that the operation can be successfully performed. For example, before data can be written to a file, it must be confirmed that 1) the program has the file open for writing; 2) the program has the necessary permissions to write the data; 3) the data to be written is available; 4) the data to be written is of a valid size. A failure at any of these steps means that the write operation cannot be completed and an error should be returned to the calling program. There are several ways that these multiple required tests can be written in the source code. One way is to check each condition in turn and if a condition fails, return from the subroutine at that point, indicating an error condition exists. This style of coding has the disadvantage that the subroutine returns from multiple (possibly many) points and some c ...
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Builder Pattern
The builder pattern is a design pattern that provides a flexible solution to various object creation problems in object-oriented programming. The builder pattern separates the construction of a complex object from its representation. It is one of the 23 classic design patterns described in the book ''Design Patterns'' and is sub-categorized as a creational pattern. Overview The builder design pattern solves problems like: * How can a class (the same construction process) create different representations of a complex object? * How can a class that includes creating a complex object be simplified? Creating and assembling the parts of a complex object directly within a class is inflexible. It commits the class to creating a particular representation of the complex object and makes it impossible to change the representation later independently from (without having to change) the class. The builder design pattern describes how to solve such problems: * Encapsulate creating and assemb ...
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Nesting (computing)
In computing science and informatics, nestinghttps://study.com/academy/lesson/nesting-loops-stan C Programming is where information is organized in layers, or where objects contain other similar objects. It almost always refers to self-similar or recursive structures in some sense. Terminology Nesting can mean: * nested calls: ** using several levels of subroutines ** recursive calls * nested levels of parentheses in arithmetic expressions * nested blocks of imperative source code such as nested if-clauses, while-clauses, repeat-until clauses etc. * information hiding: ** nested function definitions with lexical scope ** nested data structures such as records, objects, classes, etc. * nested virtualization, also called recursive virtualization: running a virtual machine inside another virtual machine In spreadsheets In a spreadsheet functions can be ''nested'' one into another, making complex formulas. The function wizard of the OpenOffice.org Calc application allow ...
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Pipeline (Unix)
In Unix-like computer operating systems, a pipeline is a mechanism for inter-process communication using message passing. A pipeline is a set of process (computing), processes chained together by their standard streams, so that the output text of each process (''stdout'') is passed directly as input (''stdin'') to the next one. The second process is started as the first process is still executing, and they are executed concurrency (computer science), concurrently. The concept of pipelines was championed by Douglas McIlroy at Unix's ancestral home of Bell Labs, during the development of Unix, shaping its Unix philosophy, toolbox philosophy. It is named by analogy to a physical pipeline transport, pipeline. A key feature of these pipelines is their "hiding of internals". This in turn allows for more clarity and simplicity in the system. The pipes in the pipeline are anonymous pipes (as opposed to named pipes), where data written by one process is buffered by the operating system un ...
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Fluent Interface
In software engineering, a fluent interface is an object-oriented API whose design relies extensively on method chaining. Its goal is to increase code legibility by creating a domain-specific language (DSL). The term was coined in 2005 by Eric Evans and Martin Fowler. Implementation A fluent interface is normally implemented by using method chaining to implement method cascading (in languages that do not natively support cascading), concretely by having each method return the object to which it is attached, often referred to as this or self. Stated more abstractly, a fluent interface relays the instruction context of a subsequent call in method chaining, where generally the context is * Defined through the return value of a called method * Self-referential, where the new context is equivalent to the last context * Terminated through the return of a void context Note that a "fluent interface" means more than just method cascading via chaining; it entails designing an inter ...
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Iostream
In the C++ programming language, input/output library refers to a family of class templates and supporting functions in the C++ Standard Library that implement stream-based input/output capabilities. It is an object-oriented alternative to C's FILE-based streams from the C standard library. History Bjarne Stroustrup, the creator of C++, wrote the first version of the stream I/O library in 1984, as a type-safe and extensible alternative to C's I/O library. The library has undergone a number of enhancements since this early version, including the introduction of manipulators to control formatting, and templatization to allow its use with character types other than char. Standardization in 1998 saw the library moved into the std namespace, and the main header changed from to . It is this standardized version that is covered in the rest of the article. In the C++23 revision, the header was added, which adds std::print() and std::println(), allowing for formatted printing to ...
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Object-oriented Programming
Object-oriented programming (OOP) is a programming paradigm based on the concept of '' objects''. Objects can contain data (called fields, attributes or properties) and have actions they can perform (called procedures or methods and implemented in code). In OOP, computer programs are designed by making them out of objects that interact with one another. Many of the most widely used programming languages (such as C++, Java, and Python) support object-oriented programming to a greater or lesser degree, typically as part of multiple paradigms in combination with others such as imperative programming and declarative programming. Significant object-oriented languages include Ada, ActionScript, C++, Common Lisp, C#, Dart, Eiffel, Fortran 2003, Haxe, Java, JavaScript, Kotlin, Logo, MATLAB, Objective-C, Object Pascal, Perl, PHP, Python, R, Raku, Ruby, Scala, SIMSCRIPT, Simula, Smalltalk, Swift, Vala and Visual Basic.NET. History The idea of ...
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