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Design by Contract - DbC

Design by Contract (DbC) is a concept in software development introduced by Bertrand Meyer. It describes a method to ensure the correctness and reliability of software by defining clear "contracts" between different components (e.g., methods, classes).

Core Principles of Design by Contract

In DbC, every software component is treated as a contract party with certain obligations and guarantees:

  1. Preconditions
    Conditions that must be true before a method or function can execute correctly.
    → Responsibility of the caller.

  2. Postconditions
    Conditions that must be true after the execution of a method or function.
    → Responsibility of the method/function.

  3. Invariant (Class Invariant)
    Conditions that must always remain true throughout the lifetime of an object.
    → Responsibility of both the method and the caller.

Goal of Design by Contract

  • Clear specification of responsibilities.

  • More robust and testable software.

  • Errors are detected early (e.g., through contract violations).

Example in Pseudocode

class BankAccount {
    private double balance;

    // Invariant: balance >= 0

    void withdraw(double amount) {
        // Precondition: amount > 0 && amount <= balance
        if (amount <= 0 || amount > balance) throw new IllegalArgumentException();

        balance -= amount;

        // Postcondition: balance has been reduced by amount
    }
}

Benefits

  • Clear contracts reduce misunderstandings.

  • Easier debugging, as violations are detected immediately.

  • Supports defensive programming.

Drawbacks


Algorithmus

An algorithm is a precise, step-by-step set of instructions used to solve a problem or perform a task. You can think of an algorithm as a recipe that specifies exactly what steps need to be taken and in what order to achieve a specific result.

Key characteristics of an algorithm include:

  1. Unambiguity: Each step in the algorithm must be clearly defined, leaving no room for confusion.
  2. Finiteness: An algorithm must complete its task after a finite number of steps.
  3. Inputs: An algorithm may require specific inputs (data) to operate.
  4. Outputs: After execution, the algorithm produces one or more outputs (results).
  5. Determinism: Given the same input, the algorithm always produces the same output.

Algorithms are used in many fields, from mathematics and computer science to everyday tasks like cooking or organizing work processes. In computer science, they are often written in programming languages and executed by computers to solve complex problems or automate processes.

 


Pseudocode

Pseudocode is an informal way of describing an algorithm or a computer program using a structure that is easy for humans to understand. It combines simple, clearly written instructions, often blending natural language with basic programming constructs, without adhering to the syntax of any specific programming language.

Characteristics of Pseudocode:

  • No Fixed Syntax: Pseudocode does not follow strict syntax rules like a programming language. The goal is clarity and comprehensibility, not compilability.
  • Understandability: It is written in a way that can be easily understood by both programmers and non-programmers.
  • Use of Keywords: It often uses keywords like IF, ELSE, WHILE, FOR, END, which are common in most programming languages.
  • Structured but Flexible: Pseudocode employs typical programming structures such as loops, conditions, and functions but remains flexible to illustrate the algorithm or logic simply.

What is Pseudocode Used For?

  • Planning: Pseudocode can be used to plan the logic and structure of a program before writing the actual code.
  • Communication: Developers use pseudocode to share ideas and algorithms with other developers or even with non-technical stakeholders.
  • Teaching and Documentation: Pseudocode is often used in textbooks, lectures, or documentation to explain algorithms.

Example of Pseudocode:

Here is a simple pseudocode example for an algorithm that checks if a number is even or odd:

BEGIN
  Input: Number
  IF (Number modulo 2) equals 0 THEN
    Output: "Number is even"
  ELSE
    Output: "Number is odd"
  ENDIF
END

In this example, simple logical instructions are used to describe the flow of the algorithm without being tied to the specific syntax of any programming language.

 


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