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Copy and paste programming

Index Copy and paste programming

Copy-and-paste programming is the production of highly repetitive computer programming code, as produced by copy and paste operations. [1]

31 relations: Abstraction (computer science), Algorithm, Backward compatibility, Boilerplate code, Branching (version control), Cargo cult programming, Class (computer programming), Code refactoring, Code smell, Computer programming, Computer science, Cut, copy, and paste, Don't repeat yourself, Duplicate code, Function overloading, Information hiding, Inheritance (object-oriented programming), Internet forum, Loop unrolling, Obfuscation (software), Object-oriented programming, Procedural programming, Regression testing, Rule of thumb, Snippet (programming), Software bug, Software design pattern, Source code editor, Subtext (programming language), Time to market, Version control.

Abstraction (computer science)

In software engineering and computer science, abstraction is.

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Algorithm

In mathematics and computer science, an algorithm is an unambiguous specification of how to solve a class of problems.

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Backward compatibility

Backward compatibility is a property of a system, product, or technology that allows for interoperability with an older legacy system, or with input designed for such a system, especially in telecommunications and computing.

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Boilerplate code

In computer programming, boilerplate code or boilerplate refers to sections of code that have to be included in many places with little or no alteration.

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Branching (version control)

Branching, in revision control and software configuration management, is the duplication of an object under revision control (such as a source code file or a directory tree) so that modifications can happen in parallel along both branches.

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Cargo cult programming

Cargo cult programming is a style of computer programming characterized by the ritual inclusion of code or program structures that serve no real purpose.

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Class (computer programming)

In object-oriented programming, a class is an extensible program-code-template for creating objects, providing initial values for state (member variables) and implementations of behavior (member functions or methods).

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Code refactoring

Code refactoring is the process of restructuring existing computer code—changing the factoring—without changing its external behavior.

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Code smell

In computer programming, a code smell is any characteristic in the source code of a program that possibly indicates a deeper problem.

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Computer programming

Computer programming is the process of building and designing an executable computer program for accomplishing a specific computing task.

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Computer science

Computer science deals with the theoretical foundations of information and computation, together with practical techniques for the implementation and application of these foundations.

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Cut, copy, and paste

In human–computer interaction, cut, copy and paste are related commands that offer a user-interface interprocess communication technique for transferring data.

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Don't repeat yourself

In software engineering, don't repeat yourself (DRY) is a principle of software development aimed at reducing repetition of software patterns, replacing it with abstractions, or repetition of the same data, using data normalization to avoid redundancy.

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Duplicate code

Duplicate code is a computer programming term for a sequence of source code that occurs more than once, either within a program or across different programs owned or maintained by the same entity.

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Function overloading

In some programming languages, function overloading or method overloading is the ability to create multiple methods of the same name with different implementations.

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Information hiding

In computer science, information hiding is the principle of segregation of the design decisions in a computer program that are most likely to change, thus protecting other parts of the program from extensive modification if the design decision is changed.

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Inheritance (object-oriented programming)

In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object (prototypal inheritance) or class (class-based inheritance), retaining the same implementation.

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Internet forum

An Internet forum, or message board, is an online discussion site where people can hold conversations in the form of posted messages.

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Loop unrolling

Loop unrolling, also known as loop unwinding, is a loop transformation technique that attempts to optimize a program's execution speed at the expense of its binary size, which is an approach known as space–time tradeoff.

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Obfuscation (software)

In software development, obfuscation is the deliberate act of creating source or machine code that is difficult for humans to understand.

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Object-oriented programming

Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which may contain data, in the form of fields, often known as attributes; and code, in the form of procedures, often known as methods. A feature of objects is that an object's procedures can access and often modify the data fields of the object with which they are associated (objects have a notion of "this" or "self").

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Procedural programming

Procedural programming is a programming paradigm, derived from structured programming, based upon the concept of the procedure call.

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Regression testing

Regression testing is a type of software testing that ensures that previously developed and tested software still performs the same way after it is changed or interfaced with other software.

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Rule of thumb

The English phrase rule of thumb refers to a principle with broad application that is not intended to be strictly accurate or reliable for every situation.

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Snippet (programming)

Snippet is a programming term for a small region of re-usable source code, machine code, or text.

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Software bug

A software bug is an error, flaw, failure or fault in a computer program or system that causes it to produce an incorrect or unexpected result, or to behave in unintended ways.

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Software design pattern

In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design.

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Source code editor

A source code editor is a text editor program designed specifically for editing source code of computer programs by programmers.

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Subtext (programming language)

Subtext is a moderately visual programming language and environment, for writing application software.

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Time to market

In commerce, time to market (TTM) is the length of time it takes from a product being conceived until its being available for sale.

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Version control

A component of software configuration management, version control, also known as revision control or source control, is the management of changes to documents, computer programs, large web sites, and other collections of information.

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Copy & paste programming, Copy and Past coding, Cut and paste programming.

References

[1] https://en.wikipedia.org/wiki/Copy_and_paste_programming

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