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  2. MagicDraw - Wikipedia

    en.wikipedia.org/wiki/MagicDraw

    Model refactoring like code refactoring is the disciplined technique used for modifying or improving an existing model. The following refactoring functions are available in MagicDraw: Element conversion; Relationship direction reversion; Diagram extraction (this function is available only for the activity and composite structure diagrams)

  3. Observer pattern - Wikipedia

    en.wikipedia.org/wiki/Observer_pattern

    A sample UML class and sequence diagram for the observer design pattern. [6] In this UML class diagram, the Subject class does not update the state of dependent objects directly. Instead, Subject refers to the Observer interface (update()) for updating state, which makes the Subject independent of how the state of dependent objects is updated.

  4. Code refactoring - Wikipedia

    en.wikipedia.org/wiki/Code_refactoring

    Refactoring is usually motivated by noticing a code smell. [2] For example, the method at hand may be very long, or it may be a near duplicate of another nearby method. Once recognized, such problems can be addressed by refactoring the source code, or transforming it into a new form that behaves the same as before but that no longer "smells".

  5. Factory method pattern - Wikipedia

    en.wikipedia.org/wiki/Factory_method_pattern

    This Java example is similar to one in the book Design Patterns. The MazeGame uses Room but delegates the responsibility of creating Room objects to its subclasses that create the concrete classes. The regular game mode could use this template method:

  6. Software design pattern - Wikipedia

    en.wikipedia.org/wiki/Software_design_pattern

    Sample Code: An illustration of how the pattern can be used in a programming language. Known Uses: Examples of real usages of the pattern. Related Patterns: Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.

  7. Rule of three (computer programming) - Wikipedia

    en.wikipedia.org/wiki/Rule_of_three_(computer...

    Rule of three ("Three strikes and you refactor") is a code refactoring rule of thumb to decide when similar pieces of code should be refactored to avoid duplication. 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.

  8. Test-driven development - Wikipedia

    en.wikipedia.org/wiki/Test-driven_development

    Test-driven development (TDD) is a way of writing code that involves writing an automated unit-level test case that fails, then writing just enough code to make the test pass, then refactoring both the test code and the production code, then repeating with another new test case.

  9. Design Patterns - Wikipedia

    en.wikipedia.org/wiki/Design_Patterns

    The book includes examples in C++ and Smalltalk. It has been influential to the field of software engineering and is regarded as an important source for object-oriented design theory and practice. More than 500,000 copies have been sold in English and in 13 other languages. [1] The authors are often referred to as the Gang of Four (GoF). [2] [3 ...