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  2. JavaScript syntax - Wikipedia

    en.wikipedia.org/wiki/JavaScript_syntax

    The Math object contains various math-related constants (for example, π) and functions (for example, cosine). (Note that the Math object has no constructor, unlike Array or Date. All its methods are "static", that is "class" methods.) All the trigonometric functions use angles expressed in radians, not degrees or grads.

  3. Property (programming) - Wikipedia

    en.wikipedia.org/wiki/Property_(programming)

    A property, in some object-oriented programming languages, is a special sort of class member, intermediate in functionality between a field (or data member) and a method.The syntax for reading and writing of properties is like for fields, but property reads and writes are (usually) translated to 'getter' and 'setter' method calls.

  4. Type–length–value - Wikipedia

    en.wikipedia.org/wiki/Type–length–value

    The type and length are fixed in size (typically 1–4 bytes), and the value field is of variable size. These fields are used as follows: Type A binary code, often simply alphanumeric, which indicates the kind of field that this part of the message represents; Length The size of the value field (typically in bytes); Value

  5. Vector-valued function - Wikipedia

    en.wikipedia.org/wiki/Vector-valued_function

    A graph of the vector-valued function r(z) = 2 cos z, 4 sin z, z indicating a range of solutions and the vector when evaluated near z = 19.5. A common example of a vector-valued function is one that depends on a single real parameter t, often representing time, producing a vector v(t) as the result.

  6. Cross product - Wikipedia

    en.wikipedia.org/wiki/Cross_product

    In a d-dimensional space, Hodge star takes a k-vector to a (d–k)-vector; thus only in d = 3 dimensions is the result an element of dimension one (3–2 = 1), i.e. a vector. For example, in d = 4 dimensions, the cross product of two vectors has dimension 4–2 = 2, giving a bivector.

  7. Liskov substitution principle - Wikipedia

    en.wikipedia.org/wiki/Liskov_substitution_principle

    Nonetheless, the principle is useful in reasoning about the design of class hierarchies. Liskov substitution principle imposes some standard requirements on signatures that have been adopted in newer object-oriented programming languages (usually at the level of classes rather than types; see nominal vs. structural subtyping for the distinction):

  8. Method overriding - Wikipedia

    en.wikipedia.org/wiki/Method_overriding

    Method overriding, in object-oriented programming, is a language feature that allows a subclass or child class to provide a specific implementation of a method that is already provided by one of its superclasses or parent classes.

  9. Factory (object-oriented programming) - Wikipedia

    en.wikipedia.org/wiki/Factory_(object-oriented...

    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 one class, and by a specified process (class instantiation), while a factory can create objects by instantiating various classes, or by using other ...