Her finner du en del begreper og forkortelser som du kan møte innen Programmering. Beklager at noen begreper forklares på engelsk, og andre på norsk.
| Begrep | Forklaring/Tekst |
|---|---|
| POJO | Plain Old Java Object - the term was invented to describe objects that had no special binding to any framework. The term was coined by Martin Fowler, Rebecca Parsons and Josh MacKenzie in September 2000. (https://en.wikipedia.org/wiki/Plain_old_Java_object) |
| DTO | Data Transfer Object - These objects are pure data structures. They exist only to transfer data between your application objects and an external system. Typically, these systems include web services, databases and occasionally file systems. A DTO typically is not a pure POJO. It generally binds to a framework that provides the external system side formatting. A REST API DTO will often have @JsonProperty annotations. A database DTO will often have @Entity annotations. (https://www.quora.com/What-is-the-difference-between-POJO-and-DTO/answer/Alan-Mellor) |
| SOLID | In software engineering, SOLID is a mnemonic acronym for five design principles intended to make object-oriented designs more understandable, flexible, and maintainable. The principles are a subset of many principles promoted by American software engineer and instructor Robert C. Martin,[1][2][3] first introduced in his 2000 paper Design Principles and Design Patterns.[2][4] |
| GRASP | General Responsibility Assignment Software Patterns (or Principles), abbreviated GRASP, is a set of "nine fundamental principles in object design and responsibility assignment"[1]: 6 first published by Craig Larman in his 1997[citation needed] book Applying UML and Patterns. The different patterns and principles used in GRASP are controller, creator, indirection, information expert, low coupling, high cohesion, polymorphism, protected variations, and pure fabrication.[2] All these patterns solve some software problem common to many software development projects. These techniques have not been invented to create new ways of working, but to better document and standardize old, tried-and-tested programming principles in object-oriented design. Larman states that "the critical design tool for software development is a mind well educated in design principles. It is not UML or any other technology."[3]: 272 Thus, the GRASP principles are really a mental toolset, a learning aid to help in the design of object-oriented software. (https://en.wikipedia.org/wiki/GRASP_(object-oriented_design)) |