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Reusable software, or software knowledge items, are called reusable assets. Assets may be designs, requirements, test cases, architectures, etc.
Perhaps the most well known reusable asset is code.
A very common example of code reuse is the technique of using a [[Library (computer science)|software library]]. Many common operations, such as converting information among different well-known formats, accessing external storage, interfacing with external programs, or manipulating information (numbers, words, names, locations, dates, etc.) in common ways, are needed by many different programs. Authors of new programs can use the code in
The software library is a good example of [[Abstraction (computer science)|abstraction]]. Programmers may decide to create internal abstractions so that certain parts of their program can be re-used, or may create custom libraries for their own use.
For newly written code to use a piece of existing code, some kind of interface, or means of communication, must be defined. These commonly include a "call" or use of a [[subroutine]], [[Object (computer science)|object]], [[Class (computer science)|class]], or [[Prototype-based programming|prototype]]. In organizations, such practices are formalized and standardized by [[Product Family Engineering|software product line]] engineering.
Some code reuse involves simply copying some or all of the code from an existing program into a new one. Another means is to use a software "[[Source code generation|generator]]", a program which can create new programs of a certain type, based on a set of parameters the user chooses. Fields of study about such systems are [[Generative programming]] and [[Metaprogramming]].▼
The general practice of using a prior version of an extant program as a starting point for the next version, is also a form of code reuse.
Some code reuse involves simply copying some or all of the code from an existing program into a new one.
Many researchers have worked to make reuse faster, easier, more systematic, and an integral part of the normal process of programming. These are some of the main goals behind the invention of [[object-oriented programming]], which became one of the most common forms of formalized reuse. A somewhat later invention is [[generic programming]].
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==See also==
*[[Implementation inheritance]]
*[[Inheritance semantics]]
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▲* [[Virtual inheritance]]
==External links==
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* http://frakes.cs.vt.edu/renews.html
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[[Category:Software design patterns]]
[[es: Reutilización de código]]
[[ru:Повторное использование кода]]
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