Creational Patterns
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Creational Patterns
In software engineering, creational design patterns are design patterns that deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. The basic form of object creation could result in design problems or in added complexity to the design due to inflexibility in the creation procedures. Creational design patterns solve this problem by somehow controlling this object creation. Overview Creational design patterns are composed of two dominant ideas. One is encapsulating knowledge about which concrete classes the system uses. Another is hiding how instances of these concrete classes are created and combined. Creational design patterns are further categorized into object-creational patterns and class-creational patterns, where object-creational patterns deal with object creation and class-creational patterns deal with class-instantiation. In greater details, object-creational patterns defer part of its object creation to another object, whi ...
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Software Engineering
Software engineering is a branch of both computer science and engineering focused on designing, developing, testing, and maintaining Application software, software applications. It involves applying engineering design process, engineering principles and computer programming expertise to develop software systems that meet user needs. The terms ''programmer'' and ''coder'' overlap ''software engineer'', but they imply only the construction aspect of a typical software engineer workload. A software engineer applies a software development process, which involves defining, Implementation, implementing, Software testing, testing, Project management, managing, and Software maintenance, maintaining software systems, as well as developing the software development process itself. History Beginning in the 1960s, software engineering was recognized as a separate field of engineering. The development of software engineering was seen as a struggle. Problems included software that was over ...
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Abstract Factory Pattern
The abstract factory pattern in software engineering is a design pattern that provides a way to create families of related objects without imposing their concrete classes, by encapsulating a group of individual factories that have a common theme without specifying their concrete classes. According to this pattern, a client software component creates a concrete implementation of the abstract factory and then uses the generic interface of the factory to create the concrete objects that are part of the family. The client does not know which concrete objects it receives from each of these internal factories, as it uses only the generic interfaces of their products. This pattern separates the details of implementation of a set of objects from their general usage and relies on object composition, as object creation is implemented in methods exposed in the factory interface. Use of this pattern enables interchangeable concrete implementations without changing the code that uses them, ev ...
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Concurrency Pattern
In software engineering, concurrency patterns are those types of design patterns that deal with the multi-threaded programming paradigm. Examples of this class of patterns include: * Active object * Balking pattern * Barrier * Double-checked locking * Guarded suspension * Leaders/followers pattern * Monitor object * Nuclear reaction * Reactor pattern * Readers–writer lock * Scheduler pattern * Thread pool pattern * Thread-local storage See also * '' Design Patterns'' (book) * Behavioral pattern * Creational pattern In software engineering, creational design patterns are design patterns that deal with object creation Object may refer to: General meanings * Object (philosophy), a thing, being, or concept ** Object (abstract), an object which does not ex ... * Structural pattern References External links ScaleConf Presentation about concurrency patternsGopherCon Rethinking Classical Concurrency Patterns
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Behavioral Pattern
In software engineering, behavioral design patterns are design patterns that identify common communication patterns among objects. By doing so, these patterns increase flexibility in carrying out communication. Design patterns Examples of this type of design pattern include: ; Blackboard design pattern : Provides a computational framework for the design and implementation of systems that integrate large and diverse specialized modules, and implement complex, non-deterministic control strategies ; Chain-of-responsibility pattern : Command objects are handled or passed on to other objects by logic-containing processing objects ;Command pattern : Command objects encapsulate an action and its parameters ;"Externalize the stack" : Turn a recursive function into an iterative function that uses a stack ; Interpreter pattern : Implement a specialized computer language to rapidly solve a specific set of problems ; Iterator pattern : Iterators are used to access the elements of an aggreg ...
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Constructor (object-oriented Programming)
In class-based, object-oriented programming, a constructor (abbreviation: ctor) is a special type of function called to create an object. It prepares the new object for use, often accepting arguments that the constructor uses to set required member variables. A constructor resembles an instance method, but it differs from a method in that it has no explicit return type, it is not implicitly inherited and it usually has different rules for scope modifiers. Constructors often have the same name as the declaring class. They have the task of initializing the object's data members and of establishing the invariant of the class, failing if the invariant is invalid. A properly written constructor leaves the resulting object in a ''valid'' state. Immutable objects must be initialized in a constructor. Most languages allow overloading the constructor in that there can be more than one constructor for a class, with differing parameters. Some languages take consideration of some sp ...
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Singleton Pattern
In object-oriented programming, the singleton pattern is a software design pattern that restricts the instantiation of a class to a singular instance. It is one of the well-known "Gang of Four" design patterns, which describe how to solve recurring problems in object-oriented software. The pattern is useful when exactly one object is needed to coordinate actions across a system. More specifically, the singleton pattern allows classes to: * Ensure they only have one instance * Provide easy access to that instance * Control their instantiation (for example, hiding the constructors of a class) The term comes from the mathematical concept of a singleton. Common uses Singletons are often preferred to global variables because they do not pollute the global namespace (or their containing namespace). Additionally, they permit lazy allocation and initialization, whereas global variables in many languages will always consume resources. The singleton pattern can also be used as a ...
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Prototype Pattern
The prototype pattern is a creational design pattern (computer science), design pattern in software development. It is used when the types of object (computer science), objects to create is determined by a prototype, prototypical instance (computer science), instance, which is cloned to produce new objects. This pattern is used to avoid subclass (computer science), subclasses of an object creator in the client application, like the factory method pattern does, and to avoid the inherent cost of creating a new object in the standard way (e.g., using the 'new (C++), new' keyword) when it is prohibitively expensive for a given application. To implement the pattern, the client declares an abstract base class that specifies a virtual method#Abstract classes and pure virtual functions, pure virtual ''clone()'' method. Any class that needs a "polymorphism (computer science), polymorphic constructor (computer science), constructor" capability derives itself from the abstract base class, a ...
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