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Loose coupling is an architectural principle and design goal in service-oriented architectures. Eleven forms of loose coupling and their tight coupling counterparts are listed in: [4] physical connections via mediator, asynchronous communication style, simple common types only in data model, weak type system, data-centric and self-contained ...
A module here refers to a subroutine of any kind, i.e. a set of one or more statements having a name and preferably its own set of variable names. Content coupling (high) Content coupling is said to occur when one module uses the code of another module, for instance a branch. This violates information hiding – a basic software design concept.
Within object-oriented design, interfaces provide layers of abstraction that simplify code and create a barrier preventing coupling to dependencies. A system may become so coupled at multiple levels that it is no longer possible to make a change in one place without necessitating many additional changes. [1]
In particular, an object should avoid invoking methods of an object returned by another method. For many modern object-oriented languages that use a dot as field identifier, the law can be stated simply as "use only one dot". [6] That is, the code a.m().n() breaks the law where a.m() does not.
An ICD is the umbrella document over the system interfaces; examples of what these interface specifications should describe include: The inputs and outputs of a single system, documented in individual SIRS (Software Interface Requirements Specifications) and HIRS (Hardware Interface Requirements Specifications) documents, would fall under "The Wikipedia Interface Control Document".
Martin defines a responsibility as a reason to change, and concludes that a class or module should have one, and only one, reason to be changed (e.g. rewritten). As an example, consider a module that compiles and prints a report. Imagine such a module can be changed for two reasons. First, the content of the report could change.
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It is one of the well-known "Gang of Four" design patterns, which describe how to solve recurring problems in object-oriented software. [1] The pattern is useful when exactly one object is needed to coordinate actions across a system. More specifically, the singleton pattern allows classes to: [2] Ensure they only have one instance