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In software engineering, the adapter pattern is a software design pattern (also known as wrapper, an alternative naming shared with the decorator pattern) that allows the interface of an existing class to be used as another interface. [1] It is often used to make existing classes work with others without modifying their source code.
A wrapper function is a function (another word for a subroutine) in a software library or a computer program whose main purpose is to call a second subroutine [1] or a system call with little or no additional computation. Wrapper functions simplify writing computer programs by abstracting the details of a subroutine's implementation.
Wrapper libraries (or library wrappers) consist of a thin layer of code (a "shim") which translates a library's existing interface into a compatible interface. This is done for several reasons: This is done for several reasons:
A wrapper is a version of a library that an application loads, with all the same functionality of the original library that it will replace. That is, all the functions that are accessible are essentially the same between the original and the replacement.
The Simplified Wrapper and Interface Generator (SWIG) is an open-source software tool used to connect computer programs or libraries written in C or C++ with scripting languages such as Lua, Perl, PHP, Python, R, Ruby, Tcl, and other language implementations like C#, Java, JavaScript, Go, D, OCaml, Octave, Scilab and Scheme.
Binding generally refers to a mapping of one thing to another. In the context of software libraries, bindings are wrapper libraries that bridge two programming languages, so that a library written for one language can be used in another language. [1] Many software libraries are written in system programming languages such as C or C++.
C# (/ ˌ s iː ˈ ʃ ɑːr p / see SHARP) [b] is a general-purpose high-level programming language supporting multiple paradigms.C# encompasses static typing, [16]: 4 strong typing, lexically scoped, imperative, declarative, functional, generic, [16]: 22 object-oriented (class-based), and component-oriented programming disciplines.
In computer science, boxing (a.k.a. wrapping) is the transformation of placing a primitive type within an object so that the value can be used as a reference. Unboxing is the reverse transformation of extracting the primitive value from its wrapper object.