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Domain-driven design

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Domain-driven design (DDD) is a software design approach that focuses on modeling software to match a domain according to input from that domain's experts. DDD is against the idea of having a single unified model; instead it divides a large system into bounded contexts, each of which have their own model. Under domain-driven design, the structure and language of software code (class names, class methods, class variables) should match the business domain.

Service (systems architecture)Service (systems architecture)In the contexts of software architecture, service is a set of software functionality (such as the retrieval of specified information or the execution of a set of operations) that different clients can reuse, together with the policies that should control its usage (based on the identity of the client requesting the service, for example).Value objectIn computer science, a value object is a small object that represents an entity whose equality is not based on identity: i.e. two value objects are equal when they have the same value, not necessarily being the same object. Examples of value objects are objects representing an amount of money or a date range.Domain (software engineering)Domain (software engineering)In software engineering, domain is the targeted subject area of a computer program. Formally it represents the target subject of a specific programming project, whether narrowly or broadly defined. For example, for a particular programming project that has as a goal of the creation of a program for a particular hospital, that hospital would be the domain. Or, the project can be expanded in scope to include all hospitals as its domain.Immutable objectImmutable objectIn object-oriented (OO) and functional programming, an immutable object (unchangeable object) is an object whose state cannot be modified after it is created. This is in contrast to a mutable object (changeable object), which can be modified after it is created. In some cases, an object is considered immutable even if some internally used attributes change, but the object's state appears unchanging from an external point of view.Event (computing)Event (computing)In computing, an event is a detectable occurrence or change in state that the system is designed to monitor, such as user input, hardware interrupt, system notification, or change in data or conditions. When associated with an event handler, an event triggers a response. The handler may run synchronously, where the execution thread is blocked until the event handler completes its processing, or asynchronously, where the event may be processed later.Software designSoftware designSoftware design is the process of conceptualizing how a software system will work before it is implemented or modified. Software design also refers to the direct result of the design process – the concepts of how the software will work which may be formally documented or may be maintained less formally, including via oral tradition.Object-oriented programmingObject-oriented programmingObject-oriented programming (OOP) is a programming paradigm based on objects – software entities that encapsulatedata and function(s). An OOP computer program consists of objects that interact with one another. An OOP language is one that provides object-oriented programming features, but as the set of features that contribute to OOP is contested, classifying a language as OOP – and the degree to which it supports OOP – is debatable.Factory (object-oriented programming)Factory (object-oriented programming)In object-oriented programming, a factory is an object for creating other objects; formally, it is a function or method that returns objects of a varying prototype or class from some method call, which is assumed to be new. More broadly, a subroutine that returns a new object may be referred to as a factory, as in factory method or factory function. The factory pattern is the basis for a number of related software design patterns.Object (computer science)Object (computer science)In software development, an object is a semanticentity that has state, behavior, and 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.Class variableIn class-based, object-oriented programming, a class variable is a variable defined in a class of which a single copy exists, regardless of how many instances of the class exist. A class variable is not an instance variable. It is a special type of class attribute (or class property, field, or data member). The same dichotomy between instance and class members applies to methods ("member functions") as well; a class may have both instance methods and class methods.Multitier architectureMultitier architectureIn software engineering, multitier architecture (often referred to as n-tier architecture or layered architecture) is a client–server architecture in which various levels of software architecture are physically separated. The most common use of multitier architecture is the three-tier architecture, which separates presentation, application processing and data management functions, such as in the case of Cisco's hierarchical internetworking model.Business logicBusiness logicIn computer software, business logic or domain logic is the part of the program that encodes the real-world business rules that determine how data can be created, stored, and changed. It is contrasted with the remainder of the software that might be concerned with lower-level details of managing a database or displaying the user interface, system infrastructure, or generally connecting various parts of the program.

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