n
(software, object-oriented programming) A structural design pattern that translates one interface for a class into a compatible interface.
n
(programming) A programming paradigm that aims to increase modularity by allowing the separation of cross-cutting concerns.
n
(computing) Synonym of aspect-oriented language
n
(software, object-oriented programming) Alternative spelling of behavioural pattern [(software, object-oriented programming) A design pattern which specifies how the entities of a software communicate with each other.]
n
(software, object-oriented programming) A design pattern which specifies how the entities of a software communicate with each other.
n
A minimalist esoteric programming language, created for amusement, in which every basic machine instruction is represented by a single character.
n
(software, object-oriented programming) A creational design pattern that intends to abstract steps of construction of objects so that different implementations of these steps can construct different representations of objects.
n
(computing) Alternative form of bytecode [(computing) P-code (various forms of instruction sets designed for efficient execution by a software interpreter as well as being suitable for further compilation into machine code).]
n
(programming) A C-style string.
n
(programming) The second part of a cons in Lisp. The remainder of a list when the first element is removed.
n
(computing) A behavioural design pattern, in which an object is used to represent and encapsulate all the information needed to call a method at a later time.
n
(university slang) Abbreviation of computational linguistics. [(linguistics, computer science) An interdisciplinary field dealing with the statistical and/or rule-based modeling of natural language from a computational perspective. This modeling is not limited to any particular field of linguistics.]
n
(software, object-oriented programming) A design pattern that combines at least two patterns into a solution that solves a recurring or general problem.
n
(programming) A compact syntax for generating a list in some functional programming languages.
n
(software, object-oriented programming) A design pattern that deal with the multi-threaded programming paradigm.
n
(computing, design) A design pattern that standardizes the mechanisms of object creation.
n
(programming) A programming language whose syntax uses curly brackets to enclose blocks, such as C, C++, Java, or C#.
adj
(programming) A way of programming that is most akin to just stating what is wanted, rather than having to describe how to do it. w:Declarative programming
n
(programming) a programming paradigm that expresses the logic of a computation instead of its control flow
n
(software, design) A structural (and partitioning) design pattern that allows behaviour to be added to an existing object dynamically.
n
(object-oriented programming) Design principle that states that (1) High- and low-level modules should both depend on abstractions and (2) instead of abstractions depending upon details, details should depend upon abstractions.
n
(software, design) A software design approach that prescribes that software designers should define formal, precise and verifiable interface specifications ("contracts") for software components that extend the ordinary definition of abstract data types with preconditions, postconditions and invariants.
v
(software, object-oriented programming) To enclose objects in a common interface in a way that makes them interchangeable, and guards their states from invalid changes.
n
(programming) Clipping of esoteric programming language. [(programming) A programming language with highly unconventional syntax or operation, designed as an experiment or as a joke rather than for the serious development of software.]
n
(programming) A programming language with highly unconventional syntax or operation, designed as an experiment or as a joke rather than for the serious development of software.
n
(programming, paradigm) Synonym of event-driven programming
n
(programming, C++) A template that builds structures representing a computation at compile time, where expressions are evaluated only as needed to produce efficient code.
n
(programming) An object serving as a simplified interface to a larger body of code, as in the facade pattern.
n
(software, object-oriented programming) A structural design pattern that provides an object that is a simplified interface to a larger body of code, such as a class library.
n
(software, object-oriented programming) Synonym of facade pattern
n
(software engineering) An object-oriented application programming interface whose design relies extensively on chaining methods together, with the aim of improving code legibility.
n
(computing, object-oriented computing) A structural design pattern in which an object contains no pointers to data type methods.
n
(software, object-oriented design) Principle that consists of a set of guidelines for assigning responsibility to classes and objects.
n
(software, object-oriented design) Synonym of General Responsibility Assignment Software Patterns
n
(software, object-oriented programming) A software design principle, stated as "Don't call us, we'll call you", that assists in the development of code with high cohesion and low coupling that is easier to debug, maintain and test.
n
(computing, programming) A set of concerns in aspect-oriented programming.
n
(software, object-oriented programming) The technique to hide information so that it is invisible from the outside of an object. (It is a principle of segregation of design decisions that are most likely to change, so that other parts of the program are protected from extensive modification.)
n
(computing, programming) A class, etc. that derives from another code element through inheritance.
n
(computing, object-oriented programming) In object-oriented programming, a piece of code defining a set of operations that other code must implement.
n
(programming, object-oriented programming) principle that states that once an interface has become too large, it needs to be split into smaller and more specific interfaces so that any client of the interface will only know about the methods that pertain to itself. (In other words: no client should be forced to depend on methods it does not use.)
n
(software architecture) Abstract principle describing an aspect of some software architecture designs in which the flow of control of a system is inverted in comparison to the traditional architecture, getting the flow of control from a generic code part.
n
(software, object-oriented programming) A behavioural design pattern that uses an iterator to traverse a container and access the container's elements, thus decoupling algorithms from containers.
n
(computing) Programming in the JavaScript programming language.
n
(programming, rare) Computer program code characterized by several well-defined and separable layers forming a hierarchy of subsystems.
n
(software, design) Synonym of lazy initialisation
n
(programming) A value, as opposed to an identifier, written into the source code of a computer program.
n
(computing) Source code that will execute only under Microsoft's Common Language Runtime.
n
(software, object-oriented programming) A special type of interface without any constants or methods defined, and that is used just to mark a class.
n
(software, object-oriented programming) A software design pattern in computer science, used with languages that provide run-time type information about objects.
n
(computing theory) A computation which involves metasystem transitions from a computing machine to a metamachine which controls, analyzes and imitates the work of the original machine.
n
(computing) Any entity that manipulates, creates, describes, or implements others
n
(software, testing) Synonym of model-based testing
n
(software, design) A structural design pattern to implement the concept of software modules (modular programming) in a programming language that lacks support for them.
n
(programming) The class used for the multiton pattern.
n
(software, object-oriented programming) Synonym of multiton
n
(programming) A conceptual space that groups classes, identifiers, etc. to avoid conflicts with items in unrelated code that have the same names.
adj
(programming, of data) Stored in memory followed by a null character.
n
(programming) A very low-level code that is machine-independent and enables a compiled file to be run on different processor types.
n
(programming) A string whose length is stored as a separate value.
n
(programming) Data structures that are represented as passive collections of field values.
n
(software, design) Synonym of strategy pattern
n
(software engineering) The design principle that software should be conservative as to its own behaviour (i.e. strictly compliant with specifications) but liberal in the behaviour it tolerates from other systems.
n
(programming) A pragma, or compiler directive, in the ALGOL programming language.
n
(software, design) Synonym of design by contract
n
(programming) A creational design pattern that determines the type of objects to create by a prototypical instance, which is cloned to produce new objects.
n
(software, design) A structural design pattern that is implemented as a class functioning as an interface for a network connection, a large object in memory, a file, or some other resource that is expensive or impossible to duplicate.
n
Alternative form of pseudocolumn [(databases) A column that yields a value when selected, but is not an actual column of the table.]
n
(computing, Internet, Cascading Style Sheets) A construct in code that behaves like a class but is not a true class.
n
(computing) A description of a computer programming algorithm that uses the structural conventions of programming languages but omits detailed subroutines or language-specific syntax.
n
(computing) A means of describing an algorithm in human terms, without the use of a true programming language.
n
(computing) A visual programming language for the creation of interactive computer music and multimedia works.
adj
(programming jargon) Using the idioms of the Python programming language.
n
(programming) A declarative programming paradigm where changes to values are automatically propagated, without the need for explicit reassignment.
n
(software, object-oriented programming) remote procedure call
n
(programming) In C++, an enumeration that automatically defines its own name as a scope.
n
(programming) A free educational visual programming language developed by the Massachusetts Institute of Technology Media Lab.
n
Alternative form of second preimage attack [(cryptography) An attack on a cryptographic hash function that is able to find a second preimage for a hash and its preimage; that is, given a hash and an input that has that specific hash, it is able to find (faster than by brute force) another input with the same hash.]
n
(programming) A metacircular interpreter where the host programming language is also the language being interpreted.
n
(programming) Human-readable instructions in a programming language, to be transformed into machine instructions by a compiler, assembler or other translator, or to be carried out directly by an interpreter.
n
(computing) The language of the source code to be compiled.
n
(software, design) A behavioural design pattern similar to the strategy pattern that is used to represent the state of an object.
n
(software, design) A creational design pattern where algorithms can be selected at runtime.
n
(computing) Additions to a computer language that make it harder to write bad code.
n
(software, object-oriented programming) Synonym of marker interface
n
(computing, programming) A virtual member function of a class.
n
(software engineering) The object in the visitor pattern that performs an operation on the elements of a structure one by one.
n
(software, design) Synonym of visitor pattern
n
(software, design) A behavioural design pattern that separates an algorithm from an object structure on which it operates.
n
(programming, informal) The operator := that assigns values to variables in certain programming languages.
Note: Concept clusters like the one above are an experimental OneLook
feature. We've grouped words and phrases into thousands of clusters
based on a statistical analysis of how they are used in writing. Some
of the words and concepts may be vulgar or offensive. The names of the
clusters were written automatically and may not precisely describe
every word within the cluster; furthermore, the clusters may be
missing some entries that you'd normally associate with their
names. Click on a word to look it up on OneLook.
Our daily word games Threepeat and Compound Your Joy are going strong. Bookmark and enjoy!
Today's secret word is 10 letters and means "Practical approaches prioritizing results, efficiency." Can you find it?