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In object-oriented computer programming, a null object is an object with no referenced value or with defined neutral (null) behavior.The null object design pattern, which describes the uses of such objects and their behavior (or lack thereof), was first published as "Void Value" [1] and later in the Pattern Languages of Program Design book series as "Null Object".
An object is created with the type as a template and is called an instance of that particular type. In C#, objects are either references or values. No further syntactical distinction is made between those in code.
When copied into objects, the official release boxes values from Nullable instances, so null values and null references are considered equal. The late nature of this fix caused some controversy [5], since it required core-CLR changes affecting not only .NET2, but all dependent technologies (including C#, VB, SQL Server 2005 and Visual Studio 2005).
The examples are still bad, though. The C example misses the concept entirely (the pattern requires the concept of objects, so I don't know that this pattern can be implemented in C) and while an empty C# array may exhibit similar behavior to a null object, it certainly isn't a good example of the practical use of the pattern.
The builder pattern is a design pattern that provides a flexible solution to various object creation problems in object-oriented programming.The builder pattern separates the construction of a complex object from its representation.
In a software design pattern view, lazy initialization is often used together with a factory method pattern.This combines three ideas: Using a factory method to create instances of a class (factory method pattern)
In object-oriented languages, string functions are often implemented as properties and methods of string objects. In functional and list-based languages a string is represented as a list (of character codes), therefore all list-manipulation procedures could be considered string functions.
In object-oriented programming, the template method is one of the behavioral design patterns identified by Gamma et al. [1] in the book Design Patterns. The template method is a method in a superclass, usually an abstract superclass, and defines the skeleton of an operation in terms of a number of high-level steps.