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Archetype Pattern
The archetype pattern is a software design pattern that separates logic from implementation. The separation is accomplished through the creation of two Abstract class, abstract classes: a Decorator pattern, decorator (for logic), and a delegate (for implementation). The Factory (object-oriented programming), Factory handles the mapping of decorator and delegate classes and returns the pair associated with a Parameter (computer programming), parameter or parameters passed. The Interface (computing), interface is the contract between a decorator, a delegate, and the calling class, creating an Inversion of Responsibility.Basford, P: GTS, 2009. This example use two branches; however, you can have 'N' branches as required. The pattern means that one branch from the interface does not have to worry about how another branch operators as long it implements the interface. Sections ''Decorator'' The descendants of the decorator class handle the logic, for example performing a calculation. ...
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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. It is not a finished design that can be transformed directly into source or machine code. Rather, it is a description or template for how to solve a problem that can be used in many different situations. Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented ...
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Abstract Class
In programming languages, an abstract type is a type in a nominative type system that cannot be instantiated directly; a type that is not abstract – which ''can'' be instantiated – is called a ''concrete type''. Every instance of an abstract type is an instance of some concrete subtype. Abstract types are also known as ''existential types''. An abstract type may provide no implementation, or an incomplete implementation. In some languages, abstract types with no implementation (rather than an incomplete implementation) are known as '' protocols'', ''interfaces'', ''signatures'', or ''class types''. In class-based object-oriented programming, abstract types are implemented as ''abstract classes'' (also known as '' abstract base classes''), and concrete types as '' concrete classes''. In generic programming, the analogous notion is a concept, which similarly specifies syntax and semantics, but does not require a subtype relationship: two unrelated types may satisfy the same ...
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Decorator Pattern
In object-oriented programming, the decorator pattern is a design pattern that allows behavior to be added to an individual object, dynamically, without affecting the behavior of other objects from the same class. The decorator pattern is often useful for adhering to the Single Responsibility Principle, as it allows functionality to be divided between classes with unique areas of concern as well as to the Open-Closed Principle, by allowing the functionality of a class to be extended without being modified. Decorator use can be more efficient than subclassing, because an object's behavior can be augmented without defining an entirely new object. Overview The ''decorator'' design pattern is one of the twenty-three well-known '' design patterns''; these describe how to solve recurring design problems and design flexible and reusable object-oriented software—that is, objects which are easier to implement, change, test, and reuse. What problems can it solve? * Responsibilitie ...
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Factory (object-oriented Programming)
In object-oriented programming, a factory is an object for creating other objects; formally, it is a function or method that returns objects of a varying prototype or class from some method call, which is assumed to be "new". More broadly, a subroutine that returns a "new" object may be referred to as a "factory", as in ''factory method'' or ''factory function''. The factory pattern is the basis for a number of related software design patterns. Motivation In class-based programming, a factory is an abstraction of a constructor of a class, while in prototype-based programming a factory is an abstraction of a prototype object. A constructor is concrete in that it creates objects as instances of a single class, and by a specified process (class instantiation), while a factory can create objects by instantiating various classes, or by using other allocation schemes such as an object pool. A prototype object is concrete in that it is used to create objects by being cloned, whi ...
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Parameter (computer Programming)
In computer programming, a parameter or a formal argument is a special kind of variable used in a subroutine to refer to one of the pieces of data provided as input to the subroutine. These pieces of data are the values of the arguments (often called ''actual arguments'' or ''actual parameters'') with which the subroutine is going to be called/invoked. An ordered list of parameters is usually included in the definition of a subroutine, so that, each time the subroutine is called, its arguments for that call are evaluated, and the resulting values can be assigned to the corresponding parameters. Unlike ''argument'' in usual mathematical usage, the ''argument'' in computer science is the actual input expression passed/supplied to a function, procedure, or routine in the invocation/call statement, whereas the ''parameter'' is the variable inside the implementation of the subroutine. For example, if one defines the add subroutine as def add(x, y): return x + y, then x, y are parame ...
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Interface (computing)
In computing, an interface is a shared boundary across which two or more separate components of a computer system exchange information. The exchange can be between software, computer hardware, peripheral devices, humans, and combinations of these. Some computer hardware devices, such as a touchscreen, can both send and receive data through the interface, while others such as a mouse or microphone may only provide an interface to send data to a given system. Hardware interfaces Hardware interfaces exist in many components, such as the various buses, storage devices, other I/O devices, etc. A hardware interface is described by the mechanical, electrical, and logical signals at the interface and the protocol for sequencing them (sometimes called signaling). See also: A standard interface, such as SCSI, decouples the design and introduction of computing hardware, such as I/O devices, from the design and introduction of other components of a computing system, thereby allowi ...
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Inversion Of Responsibility
In software engineering, inversion of control (IoC) is a design pattern in which custom-written portions of a computer program receive the flow of control from a generic framework. A software architecture with this design inverts control as compared to traditional procedural programming: in traditional programming, the custom code that expresses the purpose of the program calls into reusable libraries to take care of generic tasks, but with inversion of control, it is the framework that calls into the custom, or task-specific, code. Inversion of control is used to increase modularity of the program and make it extensible, and has applications in object-oriented programming and other programming paradigms. The term was used by Michael Mattsson in a thesis, taken from there by Stefano Mazzocchi and popularized by him in 1999 in a defunct Apache Software Foundation project, Avalon, then further popularized in 2004 by Robert C. Martin and Martin Fowler. The term is related to, ...
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Delegation Pattern
In software engineering, the delegation pattern is an object-oriented design pattern that allows object composition to achieve the same code reuse as inheritance. In delegation, an object handles a request by delegating to a second object (the ''delegate''). The delegate is a helper object, but ''with the original context''. With language-level support for delegation, this is done implicitly by having self in the delegate refer to the original (sending) object, not the delegate (receiving object). In the delegate pattern, this is instead accomplished by explicitly passing the original object to the delegate, as an argument to a method. Note that "delegation" is often used loosely to refer to the distinct concept of forwarding, where the sending object simply uses the corresponding member on the receiving object, evaluated in the context of the ''receiving'' object, not the original object. Note that this article uses "sending object/receiving object" for the two objects, rather t ...
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Factory Method Pattern
In class-based programming, the factory method pattern is a creational pattern that uses factory methods to deal with the problem of creating objects without having to specify the exact class of the object that will be created. This is done by creating objects by calling a factory method—either specified in an interface and implemented by child classes, or implemented in a base class and optionally overridden by derived classes—rather than by calling a constructor. Overview The Factory Method design pattern is one of the twenty-three well-known ''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. The Factory Method design pattern solves problems like: * How can an object be created so that subclasses can redefine which class to instantiate? * How can a class defer instantiation to subclasses? The Factory Method design patter ...
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Design Pattern (computer Science)
In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code. Rather, it is a description or template for how to solve a problem that can be used in many different situations. Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented lan ...
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