Search results
Results from the WOW.Com Content Network
In computer programming and software design, code refactoring is the process of restructuring existing source code—changing the factoring—without changing its external behavior. Refactoring is intended to improve the design, structure, and/or implementation of the software (its non-functional attributes), while preserving its functionality.
This beckons as another opportunity for refactoring to be used in order to improve the quality of the code. Refactoring to eliminate data clumps does not need to be done by hand. Many modern fully featured IDEs have functionality (often labeled as "Extract Class") that is capable of performing this refactoring automatically or nearly so.
Common refactoring activities are changing variable names, renaming methods, moving methods or whole classes and breaking large methods (or functions) into smaller ones. Agile software development methodologies plan for regular (or even continuous) refactoring making it an integral part of the team software development process. [5]
Code cleanup can also refer to the removal of all computer programming from source code, or the act of removing temporary files after a program has finished executing.. For instance, in a web browser such as Chrome browser or Maxthon, code must be written in order to clean up files such as cookies and storage. [6]
Structured analysis breaks down a software system from the system context level to system functions and data entities as described by Tom DeMarco. [ 1 ] Object-oriented decomposition breaks a large system down into progressively smaller classes or objects that are responsible for part of the problem domain.
It states that two instances of similar code do not require refactoring, but when similar code is used three times, it should be extracted into a new procedure. The rule was popularised by Martin Fowler in Refactoring [1] and attributed to Don Roberts. Duplication is considered a bad practice in programming because it makes the code harder to ...
"Don't repeat yourself" (DRY), also known as "duplication is evil", is a principle of software development aimed at reducing repetition of information which is likely to change, replacing it with abstractions that are less likely to change, or using data normalization which avoids redundancy in the first place.
The factory method design pattern solves problems such as: How can an object's subclasses redefine its subsequent and distinct implementation? The pattern involves creation of a factory method within the superclass that defers the object's creation to a subclass's factory method.