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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.
Utility classes are a collection of 31 classes that provide implementations for common tasks. The MutableBuffer class enables greater efficiency in string operations such as concatenation, as no new object needs to be assigned. The File class provides methods for listing files in a directory or retrieving information about files and directories ...
Some object-oriented languages such as C#, C++ (later versions), Delphi (later versions), Go, Java (later versions), Lua, Perl, Python, Ruby provide an intrinsic way of iterating through the elements of a collection without an explicit iterator. An iterator object may exist, but is not represented in the source code. [4] [6]
The types of objects that can be iterated across (my_list in the example) are based on classes that inherit from the library class ITERABLE. The iteration form of the Eiffel loop can also be used as a boolean expression when the keyword loop is replaced by either all (effecting universal quantification ) or some (effecting existential ...
Packages are a part of a class name and they are used to group and/or distinguish named entities from other ones. Another purpose of packages is to govern code access together with access modifiers. For example, java.io.InputStream is a fully qualified class name for the class InputStream which is located in the package java.io.
In Java, the signature of a method or a class contains its name and the types of its method arguments and return value, where applicable. The format of signatures is documented, as the language, compiler, and .class file format were all designed together (and had object-orientation and universal interoperability in mind from the start).
In object-oriented programming, a class defines the shared aspects of objects created from the class. The capabilities of a class differ between programming languages , but generally the shared aspects consist of state ( variables ) and behavior ( methods ) that are each either associated with a particular object or with all objects of that class.
Whereas the singleton allows only one instance of a class to be created, the multiton pattern allows for the controlled creation of multiple instances, which it manages through the use of a map. Rather than having a single instance per application (e.g. the java.lang.Runtime object in the Java programming language ) the multiton pattern instead ...