Search results
Results from the WOW.Com Content Network
The adapter [2] design pattern is one of the twenty-three well-known Gang of Four design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse. The adapter design pattern solves problems like: [3]
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".
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 ...
In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. [1] A design pattern is not a rigid structure that can be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of ...
An example of generalizing a type would be moving a method from a child to a parent class for common use by all the parent class' children, not just the original child. Another example, in the Java programming language , would be access to an object via an interface which isn't tied into a specific implementation of that interface.
Refactoring refers to a software maintenance activity where source code is modified to improve readability or improve its structure. Software is often refactored to bring it into conformance with a team's stated coding standards after its initial release. Any change that does not alter the behavior of the software can be considered refactoring.
In the following example, a Mediator object controls the values of several Storage objects, forcing the user code to access the stored values through the mediator. When a storage object wants to emit an event indicating that its value has changed, it also goes back to the mediator object (via the method notifyObservers ) that controls the list ...
A very common example of code reuse is the technique of using a software library. Many common operations, such as converting information among different well-known formats, accessing external storage, interfacing with external programs, or manipulating information (numbers, words, names, locations, dates, etc.) in common ways, are needed by ...