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  2. Code reuse - Wikipedia

    en.wikipedia.org/wiki/Code_reuse

    Ad hoc code reuse has been practiced from the earliest days of programming.Programmers have always reused sections of code, templates, functions, and procedures. Software reuse as a recognized area of study in software engineering, however, dates only from 1968 when Douglas McIlroy of Bell Laboratories proposed basing the software industry on reusable components.

  3. Reusability - Wikipedia

    en.wikipedia.org/wiki/Reusability

    In computer science and software engineering, reusability is the use of existing assets in some form within the software product development process; these assets are products and by-products of the software development life cycle and include code, software components, test suites, designs and documentation.

  4. Template method pattern - Wikipedia

    en.wikipedia.org/wiki/Template_method_pattern

    The Template pattern provides a solution. If the generated code follows the template method pattern, the generated code will all be an abstract superclass. Provided that hand-written customizations are confined to a subclass, the code generator can be run again without risk of over-writing these modifications.

  5. Delegation pattern - Wikipedia

    en.wikipedia.org/wiki/Delegation_pattern

    In software engineering, the delegation pattern is an object-oriented design pattern that allows object composition to achieve the same code reuse as inheritance. In delegation, an object handles a request by delegating to a second object (the delegate). The delegate is a helper object, but with the original context.

  6. Reuse metrics - Wikipedia

    en.wikipedia.org/wiki/Reuse_metrics

    In software engineering, many reuse metrics and models are metrics used to measure code reuse and reusability. A metric is a quantitative indicator of an attribute of a thing. A model specifies relationships among metrics. Reuse models and metrics can be categorized into six types: reuse cost-benefits models; maturity assessment; amount of ...

  7. Software design pattern - Wikipedia

    en.wikipedia.org/wiki/Software_design_pattern

    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 ...

  8. Domain engineering - Wikipedia

    en.wikipedia.org/wiki/Domain_engineering

    Domain engineering, is the entire process of reusing domain knowledge in the production of new software systems. It is a key concept in systematic software reuse and product line engineering. A key idea in systematic software reuse is the domain. Most organizations work in only a few domains.

  9. Library (computing) - Wikipedia

    en.wikipedia.org/wiki/Library_(computing)

    Libraries encourage code reuse in a modular fashion. When writing code that uses a library, a programmer only needs to know high-level information such as what items it contains at and how to use the items – not all of the internal details of the library. Libraries can use other libraries resulting in a hierarchy of libraries in a program.