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In Simula, classes are defined in a block in which attributes, methods and class initialization are all defined together; thus all the methods that can be invoked on a class are defined together, and the definition of the class is complete. In Flavors, a mixin is a class from which another class can inherit slot definitions and methods. The ...
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. [1]
In object oriented programming, the factory method pattern is a design pattern that uses factory methods to deal with the problem of creating objects without having to specify their exact class. Rather than by calling a constructor, this is done by calling a factory method to create an object. Factory methods can either be specified in an ...
In class-based programming, a factory is an abstraction of a constructor of a class, while in prototype-based programming a factory is an abstraction of a prototype object. A constructor is concrete in that it creates objects as instances of a single class, and by a specified process (class instantiation), while a factory can create objects by instantiating various classes, or by using other ...
In computer science, marshalling or marshaling ( US spelling) is the process of transforming the memory representation of an object into a data format suitable for storage or transmission, especially between different runtimes. [citation needed] It is typically used when data must be moved between different parts of a computer program or from ...
For example, . is a very general pattern, [a-z] (match all lower case letters from 'a' to 'z') is less general and b is a precise pattern (matches just 'b'). The metacharacter syntax is designed specifically to represent prescribed targets in a concise and flexible way to direct the automation of text processing of a variety of input data, in a ...
Module pattern. In software engineering, the module pattern is a design pattern used to implement the concept of software modules, defined by modular programming, in a programming language with incomplete direct support for the concept. This pattern can be implemented in several ways depending on the host programming language, such as the ...
Observer pattern. In software design and engineering, the observer pattern is a software design pattern in which an object, named the subject, maintains a list of its dependents, called observers, and notifies them automatically of any state changes, usually by calling one of their methods . It is often used for implementing distributed event ...