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In software engineering, a design pattern describes a relatively small, well-defined aspect (i.e. functionality) of a computer program in terms of how to write the code . Using a pattern is intended to leverage an existing concept rather than re-inventing it. This can decrease the time to develop software and increase the quality of the ...
Template method pattern. In object-oriented programming, the template method is one of the behavioral design patterns identified by Gamma et al. [ 1] in the book Design Patterns. The template method is a method in a superclass, usually an abstract superclass, and defines the skeleton of an operation in terms of a number of high-level steps.
Factory method pattern. In object oriented programming, the factory method pattern is a design pattern that uses factory methods to deal with the problem of creating objects without having to specify their exact class. Rather than by calling a constructor, this is done by calling a factory method to create an object.
The prototype design pattern is one of the 23 Gang of Four design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse. [2]: 117 The prototype design pattern solves problems like: [3]
The builder pattern is a design pattern that provides a flexible solution to various object creation problems in object-oriented programming. The builder pattern separates the construction of a complex object from its representation. It is one of the 23 classic design patterns described in the book Design Patterns (often referred to as the ...
Design Patterns: Elements of Reusable Object-Oriented Software (1994) is a software engineering book describing software design patterns. The book was written by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, with a foreword by Grady Booch. The book is divided into two parts, with the first two chapters exploring the capabilities ...
Model–view–viewmodel ( MVVM) is an architectural pattern in computer software that facilitates the separation of the development of a graphical user interface (GUI; the view )—be it via a markup language or GUI code—from the development of the business logic or back-end logic (the model) such that the view is not dependent upon any ...
Adapter pattern. In software engineering, the adapter pattern is a software design pattern (also known as wrapper, an alternative naming shared with the decorator pattern) that allows the interface of an existing class to be used as another interface. [ 1] It is often used to make existing classes work with others without modifying their source ...
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