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  1. Avoid downcasting
  2. Avoid equals
  3. Avoid god classes
  4. Avoid inheritance for implementation
  5. Avoid inheritance for optional containment
  6. Avoid interface bloat
  7. Avoid interface pollution
  8. Avoid mixing inputs and outputs
  9. Avoid multiple inheritance
  10. Avoid no-op overrides
  11. Avoid protected data
  12. Avoid side effects
  13. Avoid verb classes
  14. Barbara Liskov
  15. BaseBean
  16. Becomes problem
  17. Behavioral completeness
  18. Benjamin's Design Study
  19. BenjaminTaylor Previous Design Work
  20. Bertrand's Design Study
  21. Bertrand Meyer
  22. Beware accessors
  23. Beware inheritance over composition
  24. Beware of many accessors
  25. Beware of non-communicating methods
  26. Beware singletons
  27. Beware type switches
  28. Beware value switches
  29. Big ball of mud
  30. Big design up front
  31. Blackboard System
  32. Boat anchor
  33. Bob Martin
  34. Bob Martin's heuristics
  35. Bob Martin's principles
  36. BrettWardsDesignStudy
  37. Bridge
  38. Builder
  39. CLU
  40. Call super
  41. Cay Horstmann 2006
  42. Chain of Responsibility
  43. Change Reference to Value
  44. Change Unidirectional Association to Bidirectional
  45. Change Value to Reference
  46. Christopher Alexander
  47. Christopher Alexander 1977
  48. Christopher Alexander 1979
  49. Circle-ellipse problem
  50. Circular dependency
  51. Citation needed
  52. Class Encapsulation
  53. Class diagram
  54. Class hierarchies should be deep and narrow
  55. Class versus Object
  56. Code smells
  57. Collapse Hierarchy
  58. Collecting Parameter
  59. Combining design patterns
  60. Command
  61. Command query separation
  62. Comments and suggestions
  63. Comments smell
  64. Common closure principle
  65. Common reuse principle
  66. Component versus Module
  67. Composite
  68. Constant interface
  69. Contain contents not parents
  70. Contained objects should not use each other
  71. Containment implies uses
  72. Copy Constructor vs the Encapsulation Boundary
  73. Coupling and cohesion
  74. Cut and paste programming
  75. DMA Design Project
  76. DMA Design Project - Source Code
  77. DMA Design Project - first submission
  78. DMA Design Project first draft
  79. Data class smell
  80. Data clumps smell
  81. Data mapper pattern
  82. David Parnas
  83. Decomposition
  84. Decorator
  85. Defer identification of state variables pattern
  86. Define classes by behavior, not state pattern
  87. Define default values via explicit protocol pattern
  88. Delegation
  89. Dependency injection
  90. Dependency inversion principle
  91. Design Project
  92. Design by contract
  93. Design examples
  94. Design maxims
  95. Design maxims Equivalence
  96. Design patterns
  97. Design patterns break rules
  98. Designfest
  99. Diamond Problem
  100. Different Design
  101. Distribute system intelligence
  102. Divergent change smell
  103. Do not change the state of an object without going through its public interface
  104. Do the simplest thing that could possibly work
  105. Documenting Patterns
  106. Domain model pattern
  107. Don't burn your base class
  108. Don't expose mutable attributes
  109. Don't repeat yourself
  110. Double Dispatch
  111. Duplicate Observed Data
  112. Duplicate code smell
  113. Editing Tips
  114. Eliminate case analysis
  115. Eliminate irrelevant classes
  116. Empty method over-rides
  117. Encapsulate Collection
  118. Encapsulate Downcast
  119. Encapsulate Field
  120. Encapsulate concrete state pattern
  121. Encapsulate that which varies
  122. Encapsulation
  123. Encapsulation boundary
  124. Encapsulation is hierarchical
  125. Enum idiom
  126. Equals vs the Encapsulation Boundary
  127. Erich Gamma
  128. Establishing priorities
  129. Exam Quick Reference
  130. Exam questions
  131. Extensibility
  132. Extract Class
  133. Extract Hierarchy
  134. Extract Interface
  135. Extract Method
  136. Extract Subclass
  137. Extract Superclass
  138. Extreme programming
  139. Facade
  140. Factor implementation differences into subcomponents
  141. Factory Method
  142. Fat interfaces
  143. Favor composition over inheritance
  144. Favour containment over association
  145. Favour deep hierarchies
  146. Feature envy smell
  147. Flyweight
  148. Frogs design
  149. Frogs second design
  150. Front controller pattern
  151. Functional decomposition
  152. Gang of Four
  153. Gang of Four 1995
  154. GenA: A Genetic Algorithms Framework
  155. GenericGuidelines
  156. Getter and setter policy
  157. Getters and setters
  158. God object
  159. Goto considered harmful
  160. Greg Searle's captains log star date
  161. Greg Searle's design
  162. Greg Searle's project blackjack
  163. Guitar Amplifier Design
  164. Guitar Tutor Design
  165. Guitar Tutor Report
  166. Hall of fame
  167. Have courage
  168. Hide Delegate
  169. Hide Method
  170. Hide data within its class
  171. Hide your decisions
  172. Hierarchical Model View Controller
  173. Hillside Group
  174. HistoryCrumbs.user.js
  175. How to assess
  176. Identify message layers pattern
  177. Identity map pattern
  178. Idioms
  179. If it ain't broke don't fix it
  180. Immutable object
  181. Impedance mismatch
  182. Implement behavior with abstract state pattern
  183. Inappropriate intimacy smell
  184. Incomplete library class smell
  185. Information hiding
  186. Inheritance
  187. Inheritance for specialization
  188. Inline Class
  189. Inline Method
  190. Inline Temp
  191. Instance
  192. Intelligent children pattern
  193. Interface
  194. Interface segregation principle
  195. Interface should be dependent on model
  196. Interpreter
  197. Introduce Explaining Variable
  198. Introduce Foreign Method
  199. Introduce Local Extension
  200. Introduce Null Object
  201. Introduce Parameter Object
  202. Introduce common base class
  203. Introduce common data class
  204. Introduction to the Terrain Renderer
  205. Inventory and Accounting
  206. Inversion of control
  207. Iterator
  208. JITAS Design Study
  209. JUnit
  210. James Ashford Design Study
  211. James Ashford Log
  212. Janina's Design Study
  213. Jason's Useful Links Page
  214. Java Collections Framework
  215. Jenny Harlow
  216. Jim Coplien
  217. Joey's design study
  218. Joff's Place
  219. John Hofman's Design Study
  220. John Hofman's Log
  221. John Hofman US001
  222. Johnson and Foote's heuristics
  223. Johnson and Foote 1988
  224. Jojo's 2008 Design Study
  225. Jojo's OO Design Project Log
  226. Joshua Bloch
  227. Joshua Bloch 2006 Bumper Sticker API Design
  228. Jumble
  229. Keep accessors and mutators separate
  230. Keep last years stuff
  231. Keep related data and behavior in one place
  232. Ken Auer
  233. Ken Auer 1995
  234. Kent Beck
  235. Kent Beck 2003
  236. Kris's Design Study
  237. Language Spectrum
  238. Large class smell
  239. Law of Demeter
  240. Law of leaky abstractions
  241. Lazy class smell
  242. Lazy load pattern
  243. Lecture sequence
  244. Lecture times
  245. Limit compositions in a class
  246. Limit hierarchy depth
  247. Liskov substitution principle
  248. List of OO Languages
  249. Long method smell
  250. Long parameter list smell
  251. LukasKorsikaDesignStudy
  252. Main Page
  253. Make all Member Variables Private
  254. Make constructors blocking
  255. Management antipatterns
  256. Managing complexity
  257. Many to many association idiom
  258. Martin Doms' Design Study
  259. Martin Fowler
  260. Martin Fowler 1997
  261. Martin Fowler 1999
  262. Martin Fowler 2003
  263. Martins Design Study
  264. Matthew's Design Study
  265. Maxim Hierarchy
  266. Mediator
  267. Memento
  268. Message chain smell
  269. Method
  270. Methods should use most fields of a class
  271. Michael's Design Study
  272. Michael's Log
  273. Michal's Design Study
  274. Middle man smell
  275. Mike's Design Study
  276. Minimal public interface
  277. Minimize accesses to variables
  278. Minimize number of methods
  279. Mock objects
  280. Model classes not roles
  281. Model the real world
  282. Model the room
  283. Model view controller
  284. Monsters design
  285. Move Field
  286. Move Method
  287. Move common factors up the hierarchy
  288. Move methods
  289. Mujtaba's Initial Design
  290. Mujtaba's Log
  291. Mujtaba's design study
  292. Multiple Inheritance
  293. My actual Project, I think.
  294. Named constants
  295. Nelson Shaw Design Project
  296. Nelson Shaw Project Log
  297. Nick's Design Study
  298. Nick Brettel's eight puzzle design
  299. Nil or export coupling only
  300. No Global Variables
  301. No Peter Pan objects
  302. No silver bullet
  303. Nomenclature
  304. OOTetris Design
  305. OO Python Character Animation Design Study
  306. OO culture
  307. OO gurus
  308. OO tools
  309. OO wisdom
  310. Object-oriented design anti-patterns
  311. Object Encapsulation
  312. Object cesspool
  313. Object orgy
  314. Object pool
  315. Observations and Measurements
  316. Observer
  317. Oliver Cardwell/Project
  318. Once and only once
  319. One Into Many
  320. One hour tour
  321. One key abstraction
  322. Open closed principle
  323. Option-operand separation
  324. Organisational patterns
  325. Orthogonality
  326. Overloading
  327. PLoP
  328. PLoP (Software Patterns Series)
  329. PLoP 1995
  330. Package versus Namespace
  331. Page controller pattern
  332. Parallel hierarchies problem
  333. Parallel inheritance hierarchies smell
  334. Parameterise Method
  335. Parse tree design
  336. Party of Five 1996
  337. Party of five 1996
  338. Patterns
  339. PaulDesignStudy
  340. Peer To Peer
  341. Perfect OO Language
  342. PluS XML format
  343. Poker Simulator Design Log
  344. Poker Simulator Design Writeup
  345. Poltergeists
  346. Polymorphism
  347. Premature optimization
  348. Presentation Abstraction Control
  349. Presentation separation idiom
  350. Preserve Whole Object
  351. Primitive obsession smell
  352. Professionalism
  353. Program to the interface not the implementation
  354. Project ideas
  355. Properties
  356. Properties / Fields / Attributes
  357. Prototype
  358. Proxy
  359. Pull Up Constructor Body
  360. Pull Up Field
  361. Pull Up Method
  362. Push Down Field
  363. Push Down Method
  364. Put semantic constraints in class definition
  365. Put semantic constraints in constructors
  366. Quick Reference
  367. Quotes
  368. RL Design Study Log
  369. Ralph Johnson
  370. Real name
  371. Rebecca Wirfs-Brock
  372. Rebecca Wirfs-Brock 1990
  373. Recursion introduction
  374. Reduce implicit parameter passing
  375. Reduce the number of arguments
  376. Reduce the size of methods
  377. Refactoring
  378. Refactoring and design
  379. Refactoring and performance
  380. Referring to Objects
  381. Refused bequest smell
  382. Reinvent the wheel
  383. Remove Middle Man
  384. Remove Parameter
  385. Remove Setting Method
  386. Remove assignments to Parameters
  387. Rename Method
  388. Replace Array with Object
  389. Replace Conditional with Polymorphism
  390. Replace Constructor with Factory Method
  391. Replace Data Value with Object
  392. Replace Error Code with Exception
  393. Replace Exception with test
  394. Replace Inheritance with Delegation
  395. Replace Magic Number with Symbolic Constant
  396. Replace Method with Method Object
  397. Replace Parameter with Explicit Methods
  398. Replace Parameter with Method
  399. Replace Temp with Query
  400. Replace Type Code with Class
  401. Resources
  402. Reusable frameworks over reusable components
  403. Reuse release equivalence principle
  404. Riel's heuristics
  405. Robert Cecil Martin 1996a
  406. Robert Cecil Martin 1996b
  407. Robert Cecil Martin 1996c
  408. Robert Cecil Martin 1996d
  409. Robert Cecil Martin 1996e
  410. Robert Cecil Martin 1997a
  411. Robert Cecil Martin 1997b
  412. Robert Cecil Martin 2002
  413. Robert Cecil Martin 2003
  414. Robert Pirsig 1974
  415. Row data gateway pattern
  416. Schools of thought
  417. Scrum
  418. Self Encapsulate Field
  419. Send messages to components instead of to self
  420. Separate Query from Modifier
  421. Separate methods that do not communicate
  422. Separate non-communicating behaviour
  423. Separation of concerns
  424. Sequential coupling
  425. Serialization
  426. Server Requests
  427. Service layer pattern
  428. Shallow VS Deep Copy
  429. Shalloway and Trott 2002
  430. Shotgun surgery smell
  431. Sign your work
  432. Similar patterns and how to tell them apart
  433. Single choice principle
  434. Single responsibility principle
  435. Singleton
  436. Smalltalk
  437. Software crisis
  438. Software reuse
  439. Sorcerers design
  440. Spaghetti code
  441. Speculative generality smell
  442. Split Temporary Variable
  443. Split large classes
  444. Square-rectangle problem
  445. Stable abstractions principle
  446. Stable dependencies principle
  447. Start here
  448. State
  449. State machine design
  450. Stephen's Design Study
  451. Stovepipe system
  452. Strategy
  453. Strategy meets Template
  454. Subclass
  455. Subclasses should be specializations
  456. Substitute Algorithm
  457. Super quick exam ref
  458. Superclass
  459. Swiss army knife
  460. Switch statement smell
  461. Table data gateway pattern
  462. Table module pattern
  463. Tanmay's Design Study
  464. Tanmay's Log
  465. Teaching and learning style
  466. Tell, don't ask
  467. Template Method
  468. Template view pattern
  469. Temporary field smell
  470. Terrain Renderer Design
  471. Test Driven Development
  472. Text design
  473. The Alexander conspiracy
  474. The top of the class hierarchy should be abstract
  475. Toast
  476. TobiW's Design Study
  477. Tour Guide Project Page
  478. Trains design
  479. Transaction script pattern
  480. Transform view pattern
  481. Trygve Reenskaug
  482. Unified Modeling Language
  483. Unit Test
  484. Unit of work pattern
  485. Use lazy initialization pattern
  486. Vehicles and operators design
  487. Vendor lock-in
  488. Video rental system
  489. Visitor
  490. Wal's Fish Tank
  491. Wals library
  492. Ward's wiki
  493. Ward Cunningham
  494. Ward and Kent
  495. Warfarin Design
  496. What is Bad Design
  497. Why refactoring works
  498. Wiki etiquette
  499. Wiki tips
  500. Wiki users

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