A framework is a technology that allows inversion of control, allowing the developer to delegate responsibility for code creation to someone else. The best way to answer the question “What is framework?” is to understand how frameworks are used in building applications. Frameworks provide a conceptual and technological support structure for developers.
Code libraries are plug-and-play tools
Libraries are plug-and-play tools that provide a certain amount of functionality for a specific program or development problem. A framework, on the other hand, generates new code for the developer to use. These frameworks do not allow the developer to change any of the pre-written codes. The main difference between libraries and frameworks is that libraries can be used anywhere and frameworks can only be used within the framework they are part of.
Code libraries are useful for developers because they allow reuse of other people’s code. Developers can avoid coding for functionality already present in a library, thereby reducing the amount of time they spend on development. In addition, they can also benefit from the bug-fixing abilities of other people who have contributed code to them.
A good code library will hide its complexity, but if you’re a pro user, you can redefine the low-level parts of the library and redefine it to your needs. The problem is that this kind of abstraction is a double-edged sword. While libraries can help you solve a single problem, you need to know how to abstract your problem into many smaller ones.
A plugin architecture enables the user to modify and extend a library to their needs. The hooks can be carefully selected and set up. By doing so, a code library is a plug-and-play tool for frameworks. Plug-and-play tools can help you develop a complex application faster and easier.
In addition to frameworks, code libraries can be useful in game development. Many of the libraries that are available for C/C++ are game development-oriented. For example, there are header-only libraries that contain the language and other features required for game development. These include a font text rasterizer, an ogg vorbis decoder, a Perlin noise generator, and a fast sprintf. Additionally, there are libraries for two-dimensional vector graphics that export images to multiple file formats. These libraries also support animated graphics.
In contrast, a shared library is a collection of modules for a program. These modules are designed to be shared between different executables. They are loaded into memory during runtime and are not copied into the executable during compilation. This process ensures that the executable is not hampered by a missing module.
Another common problem with frameworks is that they foster ignorance about architecture. While frameworks are useful for quick development, they also limit product expansion. Because frameworks are often designed with a specific purpose in mind, developers will need to learn them. They will also have to learn their underlying programming language in order to use them. This can lead to a relearning of the same code when new frameworks become available.
Frameworks are a conceptual and technological support structure
Frameworks are a set of elements that provide a conceptual and technological support structure for research and development. They are commonly used in technology enhanced learning. Some of these frameworks have been criticised, citing vague or unclear descriptions of their elements. The basic idea behind using a framework is to help researchers develop an understandable and practical model for developing their work.
