Wrapper Pattern
   HOME



picture info

Wrapper Pattern
In software engineering, the adapter pattern is a software design pattern (also known as wrapper, an alternative naming shared with the decorator pattern) that allows the interface of an existing class to be used as another interface. It is often used to make existing classes work with others without modifying their source code. An example is an adapter that converts the interface of a Document Object Model of an XML document into a tree structure that can be displayed. Overview The adapter design pattern is one of the twenty-three well-known Gang of Four design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse. The adapter design pattern solves problems like: * How can a class be reused that does not have an interface that a client requires? * How can classes that have incompatible interfaces work together? * How can an alternative inter ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




Software Engineering
Software engineering is a branch of both computer science and engineering focused on designing, developing, testing, and maintaining Application software, software applications. It involves applying engineering design process, engineering principles and computer programming expertise to develop software systems that meet user needs. The terms ''programmer'' and ''coder'' overlap ''software engineer'', but they imply only the construction aspect of a typical software engineer workload. A software engineer applies a software development process, which involves defining, Implementation, implementing, Software testing, testing, Project management, managing, and Software maintenance, maintaining software systems, as well as developing the software development process itself. History Beginning in the 1960s, software engineering was recognized as a separate field of engineering. The development of software engineering was seen as a struggle. Problems included software that was over ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Object (computing)
In software development, an object is an entity that has State (computer science), state, behavior, and Identity (object-oriented programming), identity. An object can model some part of reality or can be an invention of the design process whose collaborations with other such objects serve as the mechanisms that provide some higher-level behavior. Put another way, an object represents an individual, identifiable item, unit, or entity, either real or abstract, with a well-defined role in the problem domain. A programming language can be classified based on its support for objects. A language that provides an encapsulation construct for state, behavior, and identity is classified as object-based language, object-based. If the language also provides polymorphism (computer science), polymorphism and inheritance (object-oriented programming), inheritance it is classified as Object-oriented programming, object-oriented. A language that supports creating an object from a class (computer s ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Ports And Adapters Architecture
The hexagonal architecture, or ports and adapters architecture, is an architectural pattern used in software design. It aims at creating loosely coupled application components that can be easily connected to their software environment by means of ports and adapters. This makes components exchangeable at any level and facilitates test automation. Origin The hexagonal architecture was invented by Alistair Cockburn in an attempt to avoid known structural pitfalls in object-oriented software design, such as undesired dependencies between layers and contamination of user interface code with business logic. It was discussed at first on the Portland Pattern Repository wiki; in 2005 Cockburn renamed it "Ports and adapters". In April 2024, Cockburn published a comprehensive book on the subject, coauthored with Juan Manuel Garrido de Paz. The term "hexagonal" comes from the graphical conventions that shows the application component like a hexagonal cell. The purpose was not to suggest t ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Dependency Inversion Principle
In object-oriented design, the dependency inversion principle is a specific methodology for Coupling (computer programming), loosely coupled software Modular programming, modules. When following this principle, the conventional dependency (computer science), dependency relationships established from high-level, policy-setting modules to low-level, dependency modules are reversed, thus rendering high-level modules independent of the low-level module implementation details. The principle states: By dictating that high-level and low-level objects must depend on the same abstraction, this design principle the way some people may think about object-oriented programming. The idea behind points A and B of this principle is that when designing the interaction between a high-level module and a low-level one, the interaction should be thought of as an abstract interaction between them. This has implications for the design of both the high-level and the low-level modules: the low-level ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  



MORE