Object-oriented programmingObject-Oriented Programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or properties), and the code is in the form of procedures (often known as methods). A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as or used to refer to the current object.
Object-oriented analysis and designObject-oriented analysis and design (OOAD) is a technical approach for analyzing and designing an application, system, or business by applying object-oriented programming, as well as using visual modeling throughout the software development process to guide stakeholder communication and product quality. OOAD in modern software engineering is typically conducted in an iterative and incremental way. The outputs of OOAD activities are analysis models (for OOA) and design models (for OOD) respectively.
Interface (object-oriented programming)In object-oriented programming, an interface or protocol type is a data type that acts as an abstraction of a class. It describes a set of method signatures, the implementations of which may be provided by multiple classes that are otherwise not necessarily related to each other. A class which provides the methods listed in a protocol is said to adopt the protocol, or to implement the interface. If objects are fully encapsulated then the protocol is the only way in which they may be accessed by other objects.
Aspect-oriented programmingIn computing, aspect-oriented programming (AOP) is a programming paradigm that aims to increase modularity by allowing the separation of cross-cutting concerns. It does so by adding behavior to existing code (an advice) without modifying the code itself, instead separately specifying which code is modified via a "pointcut" specification, such as "log all function calls when the function's name begins with 'set. This allows behaviors that are not central to the business logic (such as logging) to be added to a program without cluttering the code core to the functionality.
Programming languageA programming language is a system of notation for writing computer programs. Most programming languages are text-based formal languages, but they may also be graphical. They are a kind of computer language. The description of a programming language is usually split into the two components of syntax (form) and semantics (meaning), which are usually defined by a formal language. Some languages are defined by a specification document (for example, the C programming language is specified by an ISO Standard) while other languages (such as Perl) have a dominant implementation that is treated as a reference.
C (programming language)C (pronounced 'siː – like the letter c) is a general-purpose computer programming language. It was created in the 1970s by Dennis Ritchie, and remains very widely used and influential. By design, C's features cleanly reflect the capabilities of the targeted CPUs. It has found lasting use in operating systems, device drivers, protocol stacks, though decreasingly for application software. C is commonly used on computer architectures that range from the largest supercomputers to the smallest microcontrollers and embedded systems.
Lisp (programming language)Lisp (historically LISP, an acronym for list processing) is a family of programming languages with a long history and a distinctive, fully parenthesized prefix notation. Originally specified in 1960, Lisp is the second-oldest high-level programming language still in common use, after Fortran. Lisp has changed since its early days, and many dialects have existed over its history. Today, the best-known general-purpose Lisp dialects are Common Lisp, Scheme, Racket and Clojure.
Inheritance (object-oriented programming)In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object (prototype-based inheritance) or class (class-based inheritance), retaining similar implementation. Also defined as deriving new classes (sub classes) from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages like C++, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object", with the exception of: constructors, destructors, overloaded operators and friend functions of the base class.
Language-oriented programmingLanguage-oriented programming (LOP) is a software-development paradigm where "language" is a software building block with the same status as objects, modules and components, and rather than solving problems in general-purpose programming languages, the programmer creates one or more domain-specific languages (DSLs) for the problem first, and solves the problem in those languages. Language-oriented programming was first described in detail in Martin Ward's 1994 paper Language Oriented Programming, published in Software - Concepts and Tools, Vol.
Behavioral patternIn software engineering, behavioral design patterns are design patterns that identify common communication patterns among objects. By doing so, these patterns increase flexibility in carrying out communication.
Object databaseAn object database or object-oriented database is a database management system in which information is represented in the form of objects as used in object-oriented programming. Object databases are different from relational databases which are table-oriented. A third type, object–relational databases, is a hybrid of both approaches. Object databases have been considered since the early 1980s. Object-oriented database management systems (OODBMSs) also called ODBMS (Object Database Management System) combine database capabilities with object-oriented programming language capabilities.
Prototype-based programmingPrototype-based programming is a style of object-oriented programming in which behaviour reuse (known as inheritance) is performed via a process of reusing existing objects that serve as prototypes. This model can also be known as prototypal, prototype-oriented, classless, or instance-based programming. Prototype-based programming uses the process generalized objects, which can then be cloned and extended. Using fruit as an example, a "fruit" object would represent the properties and functionality of fruit in general.
D (programming language)D, also known as dlang, is a multi-paradigm system programming language created by Walter Bright at Digital Mars and released in 2001. Andrei Alexandrescu joined the design and development effort in 2007. Though it originated as a re-engineering of C++, D is a profoundly different language —features of D can be considered streamlined and expanded-upon ideas from C++, however D also draws inspiration from other high-level programming languages, notably Java, Python, Ruby, C#, and Eiffel.
Go (programming language)Go is a statically typed, compiled high-level programming language designed at Google by Robert Griesemer, Rob Pike, and Ken Thompson. It is syntactically similar to C, but also has memory safety, garbage collection, structural typing, and CSP-style concurrency. It is often referred to as Golang because of its former domain name, golang.org, but its proper name is Go. There are two major implementations: Google's self-hosting "gc" compiler toolchain, targeting multiple operating systems and WebAssembly.
Software design patternIn software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code. Rather, it is a description or template for how to solve a problem that can be used in many different situations. Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system.
Eiffel (programming language)Eiffel is an object-oriented programming language designed by Bertrand Meyer (an object-orientation proponent and author of Object-Oriented Software Construction) and Eiffel Software. Meyer conceived the language in 1985 with the goal of increasing the reliability of commercial software development; the first version becoming available in 1986. In 2005, Eiffel became an ISO-standardized language. The design of the language is closely connected with the Eiffel programming method.
Strategy patternIn computer programming, the strategy pattern (also known as the policy pattern) is a behavioral software design pattern that enables selecting an algorithm at runtime. Instead of implementing a single algorithm directly, code receives run-time instructions as to which in a family of algorithms to use. Strategy lets the algorithm vary independently from clients that use it. Strategy is one of the patterns included in the influential book Design Patterns by Gamma et al.
Programming paradigmProgramming paradigms are a way to classify programming languages based on their features. Languages can be classified into multiple paradigms. Some paradigms are concerned mainly with implications for the execution model of the language, such as allowing side effects, or whether the sequence of operations is defined by the execution model. Other paradigms are concerned mainly with the way that code is organized, such as grouping a code into units along with the state that is modified by the code.
Computer data storageComputer data storage is a technology consisting of computer components and recording media that are used to retain digital data. It is a core function and fundamental component of computers. The central processing unit (CPU) of a computer is what manipulates data by performing computations. In practice, almost all computers use a storage hierarchy, which puts fast but expensive and small storage options close to the CPU and slower but less expensive and larger options further away.
Design patternA 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. 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. The elements of this language are entities called patterns.