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Method chaining is a common syntax for invoking multiple method calls in object-oriented programming languages. Each method returns an object, allowing the calls to be chained together in a single statement without requiring variables to store the intermediate results.
Cascading can be implemented in terms of chaining by having the methods return the target object (receiver, this, self).However, this requires that the method be implemented this way already – or the original object be wrapped in another object that does this – and that the method not return some other, potentially useful value (or nothing if that would be more appropriate, as in setters).
In the Java Swing API, the LayoutManager interface defines how Container objects can have controlled Component placement. One of the more powerful LayoutManager implementations is the GridBagLayout class which requires the use of the GridBagConstraints class to specify how layout control occurs. A typical example of the use of this class is ...
In object-oriented programming, the iterator pattern is a design pattern in which an iterator is used to traverse a container and access the container's elements. The iterator pattern decouples algorithms from containers; in some cases, algorithms are necessarily container-specific and thus cannot be decoupled.
An object-based language is a programming language that provides a construct to encapsulate state and behavior as an object. A language that also supports inheritance or subtyping is classified as object-oriented . [ 1 ]
In computer programming, the specification pattern is a particular software design pattern, whereby business rules can be recombined by chaining the business rules together using boolean logic. The pattern is frequently used in the context of domain-driven design.
U.S. consumers who were “tricked” into purchases they didn't want from Fortnite maker Epic Games are now starting to receive refund checks, the Federal Trade Commission said this week. Back in ...
In object-oriented design, the chain-of-responsibility pattern is a behavioral design pattern consisting of a source of command objects and a series of processing objects. [1] Each processing object contains logic that defines the types of command objects that it can handle; the rest are passed to the next processing object in the chain.