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Comment Programming
Comment programming, also known as comment-driven development (CDD), is a (mostly) satirical software development technique that is heavily based on commenting out code. In comment programming, the comment tags are not used to describe what a certain piece of code is doing, but rather to stop some parts of the code from being executed. The aim is to have the commented code at the developer's disposal at any time it might be needed. This is especially useful when the requirements change rapidly. In this case, they happen to revert to older versions of themselves, thus making the programmer either write the code again, or revert parts of the code from the versioning repository, which would be more time-consuming. With comment programming, when such a request for reverting to an old implementation arises, the developer just comments out the current implementation and uncomments the previous. It is advisable to add short descriptive comments to blocks of commented code. Practical uses ...
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Software Development
Software development is the process of designing and Implementation, implementing a software solution to Computer user satisfaction, satisfy a User (computing), user. The process is more encompassing than Computer programming, programming, writing source code, code, in that it includes conceiving the goal, evaluating feasibility, analyzing software requirements, requirements, software design, design, software testing, testing and software release life cycle, release. The process is part of software engineering which also includes management, organizational management, Software project management, project management, configuration management and other aspects. Software development involves many skills and job specializations including software programmer, programming, software test, testing, Technical writing, documentation, graphic design, user support, marketing, and fundraising. Software development involves many software tools, tools including: compiler, integrated develo ...
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Comment (computer Programming)
In computer programming, a comment is text embedded in source code that a translator (compiler or interpreter (computing), interpreter) ignores. Generally, a comment is an annotation intended to make the code easier for a programmer to understand often explaining an aspect that is not readily apparent in the program (non-comment) code. For this article, ''comment'' refers to the same concept in a programming language, markup language, configuration file and any similar context. Some development tools, other than a source code translator, do parse comments to provide capabilities such as API documentation generator, document generation, static analysis, and version control integration. The comparison of programming languages (syntax)#Comments, syntax of comments varies by programming language yet there are repeating patterns in the syntax among languages as well as similar aspects related to comment content. The flexibility supported by comments allows for a wide degree of cont ...
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Design Pattern
A design pattern is the re-usable form of a solution to a design problem. The idea was introduced by the architect Christopher Alexander and has been adapted for various other disciplines, particularly software engineering. The " Gang of Four" book. Details An organized collection of design patterns that relate to a particular field is called a pattern language. This language gives a common terminology for discussing the situations designers are faced with. Documenting a pattern requires explaining why a particular situation causes problems, and how the components of the pattern relate to each other to give the solution. Christopher Alexander describes common design problems as arising from "conflicting forces"—such as the conflict between wanting a room to be sunny and wanting it not to overheat on summer afternoons. A pattern would not tell the designer how many windows to put in the room; instead, it would propose a set of values to guide the designer toward a deci ...
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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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Event Handler
In computing, an event is a detectable occurrence or change in the system's state, such as user input, hardware interrupts, system notifications, or changes in data or conditions, that the system is designed to monitor. Events trigger responses or actions and are fundamental to event-driven systems. These events can be handled synchronously, where the execution thread is blocked until the event handler completes its processing, or asynchronously, where the event is processed independently, often through an event loop. Even when synchronous handling appears to block execution, the underlying mechanism in many systems is still asynchronous, managed by the event loop. Events can be implemented through various mechanisms such as callbacks, message objects, signals, or interrupts, and events themselves are distinct from the implementation mechanisms used. Event propagation models, such as bubbling, capturing, and pub/sub, define how events are distributed and handled within a system ...
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Code Refactoring
In computer programming and software design, code refactoring is the process of restructuring existing source code—changing the '' factoring''—without changing its external behavior. Refactoring is intended to improve the design, structure, and/or implementation of the software (its '' non-functional'' attributes), while preserving its functionality. Potential advantages of refactoring may include improved code readability and reduced complexity; these can improve the source code's maintainability and create a simpler, cleaner, or more expressive internal architecture or object model to improve extensibility. Another potential goal for refactoring is improved performance; software engineers face an ongoing challenge to write programs that perform faster or use less memory. Typically, refactoring applies a series of standardized basic ''micro-refactorings'', each of which is (usually) a tiny change in a computer program's source code that either preserves the behavior of ...
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Source Code
In computing, source code, or simply code or source, is a plain text computer program written in a programming language. A programmer writes the human readable source code to control the behavior of a computer. Since a computer, at base, only understands machine code, source code must be Translator (computing), translated before a computer can Execution (computing), execute it. The translation process can be implemented three ways. Source code can be converted into machine code by a compiler or an assembler (computing), assembler. The resulting executable is machine code ready for the computer. Alternatively, source code can be executed without conversion via an interpreter (computing), interpreter. An interpreter loads the source code into memory. It simultaneously translates and executes each statement (computer science), statement. A method that combines compilation and interpretation is to first produce bytecode. Bytecode is an intermediate representation of source code tha ...
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April Fools' Day
April Fools' Day or April Fool's Day (rarely called All Fools' Day) is an annual custom on the 1st of April consisting of practical jokes, hoaxes, and pranks. Jokesters often expose their actions by shouting "April Fool[s]!" at the recipient. Mass media can be involved with these pranks, which may be revealed as such the following day. The custom of setting aside a day for playing harmless pranks upon one's neighbor has been relatively common in the world historically. Origins Although many theories have been proposed throughout the years, the origin of April Fools' Day is not exactly known. A disputed association between 1 April and foolishness is in Geoffrey Chaucer's ''The Canterbury Tales'' (1392). In the "Nun's Priest's Tale", a vain cock, Chauntecleer, is tricked by a fox "Since March began, full thirty days and two," i.e. the 32nd day from 1 March, which is 1 April. However, it is not clear that Chaucer was referencing 1 April since the text of the "Nun's Priest's Tale" ...
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