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.
Query languageA query language, also known as data query language or database query language (DQL), is a computer language used to make queries in databases and information systems. A well known example is the Structured Query Language (SQL). Broadly, query languages can be classified according to whether they are database query languages or information retrieval query languages. The difference is that a database query language attempts to give factual answers to factual questions, while an information retrieval query language attempts to find documents containing information that is relevant to an area of inquiry.
Program optimizationIn computer science, program optimization, code optimization, or software optimization, is the process of modifying a software system to make some aspect of it work more efficiently or use fewer resources. In general, a computer program may be optimized so that it executes more rapidly, or to make it capable of operating with less memory storage or other resources, or draw less power. Although the word "optimization" shares the same root as "optimal", it is rare for the process of optimization to produce a truly optimal system.
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.
Source codeIn computing, source code, or simply code, is any collection of text, with or without comments, written using a human-readable programming language, usually as plain text. The source code of a program is specially designed to facilitate the work of computer programmers, who specify the actions to be performed by a computer mostly by writing source code. The source code is often transformed by an assembler or compiler into binary machine code that can be executed by the computer.
Spaghetti codeSpaghetti code is a pejorative phrase for unstructured and difficult-to-maintain source code. Spaghetti code can be caused by several factors, such as volatile project requirements, lack of programming style rules, and software engineers with insufficient ability or experience. Code that overuses GOTO statements rather than structured programming constructs, resulting in convoluted and unmaintainable programs, is often called spaghetti code.
Spacetime diagramA spacetime diagram is a graphical illustration of objects' locations in space at various times, especially in the special theory of relativity. Spacetime diagrams can show the geometry underlying phenomena like time dilation and length contraction without mathematical equations. The history of an object's location through time traces out a line or curve on a spacetime diagram, referred to as the object's world line. Each point in a spacetime diagram represents a unique position in space and time and is referred to as an event.
Formal proofIn logic and mathematics, a formal proof or derivation is a finite sequence of sentences (called well-formed formulas in the case of a formal language), each of which is an axiom, an assumption, or follows from the preceding sentences in the sequence by a rule of inference. It differs from a natural language argument in that it is rigorous, unambiguous and mechanically verifiable. If the set of assumptions is empty, then the last sentence in a formal proof is called a theorem of the formal system.
Context-sensitive grammarA context-sensitive grammar (CSG) is a formal grammar in which the left-hand sides and right-hand sides of any production rules may be surrounded by a context of terminal and nonterminal symbols. Context-sensitive grammars are more general than context-free grammars, in the sense that there are languages that can be described by a CSG but not by a context-free grammar. Context-sensitive grammars are less general (in the same sense) than unrestricted grammars.
Formal specificationIn computer science, formal specifications are mathematically based techniques whose purpose are to help with the implementation of systems and software. They are used to describe a system, to analyze its behavior, and to aid in its design by verifying key properties of interest through rigorous and effective reasoning tools. These specifications are formal in the sense that they have a syntax, their semantics fall within one domain, and they are able to be used to infer useful information.
Self-modifying codeIn computer science, self-modifying code (SMC or SMoC) is code that alters its own instructions while it is executing – usually to reduce the instruction path length and improve performance or simply to reduce otherwise repetitively similar code, thus simplifying maintenance. The term is usually only applied to code where the self-modification is intentional, not in situations where code accidentally modifies itself due to an error such as a buffer overflow.
Object compositionIn computer science, object composition and object aggregation are closely related ways to combine objects or data types into more complex ones. In conversation the distinction between composition and aggregation is often ignored. Common kinds of compositions are objects used in object-oriented programming, tagged unions, sets, sequences, and various graph structures. Object compositions relate to, but are not the same as, data structures.