Multiton Pattern
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Multiton Pattern
In software engineering, the multiton pattern is a design pattern which generalizes the singleton pattern. Whereas the singleton allows only one instance of a class to be created, the multiton pattern allows for the controlled creation of multiple instances, which it manages through the use of a map. Rather than having a single instance ''per application'' (e.g. the object in the Java programming language) the multiton pattern instead ensures a single instance ''per key''. The multiton pattern does not explicitly appear as a pattern in the highly regarded object-oriented programming textbook ''Design Patterns''. However, the book describes using a registry of singletons to allow subclassing of singletons, which is essentially the multiton pattern. Description While it may appear that the multiton is a hash table with synchronized access there are two important distinctions. First, the multiton does not allow clients to add mappings. Secondly, the multiton never returns a nul ...
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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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Tree (data Structure)
In computer science, a tree is a widely used abstract data type that represents a hierarchical tree structure with a set of connected nodes. Each node in the tree can be connected to many children (depending on the type of tree), but must be connected to exactly one parent, except for the ''root'' node, which has no parent (i.e., the root node as the top-most node in the tree hierarchy). These constraints mean there are no cycles or "loops" (no node can be its own ancestor), and also that each child can be treated like the root node of its own subtree, making recursion a useful technique for tree traversal. In contrast to linear data structures, many trees cannot be represented by relationships between neighboring nodes (parent and children nodes of a node under consideration, if they exist) in a single straight line (called edge or link between two adjacent nodes). Binary trees are a commonly used type, which constrain the number of children for each parent to at most two. Whe ...
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Enumerated Type
In computer programming, an enumerated type (also called enumeration, enum, or factor in the R (programming language), R programming language, a status variable in the JOVIAL programming language, and a categorical variable in statistics) is a data type consisting of a set of named value (computer science), values called ''elements'', ''members'', ''enumeral'', or ''enumerators'' of the type. The enumerator names are usually Identifier (computer languages), identifiers that behave as constant (programming), constants in the language. An enumerated type can be seen as a degenerate tagged union of unit type. A variable (computer science), variable that has been declaration (computer science), declared as having an enumerated type can be assigned any of the enumerators as a value. In other words, an enumerated type has values that are different from each other, and that can be compared and assigned, but are not generally specified by the programmer as having any particular concrete re ...
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Global Variables
In computer programming, a global variable is a variable with global scope, meaning that it is visible (hence accessible) throughout the program, unless shadowed. The set of all global variables is known as the ''global environment'' or ''global state.'' In compiled languages, global variables are generally static variables, whose extent (lifetime) is the entire runtime of the program, though in interpreted languages (including command-line interpreters), global variables are generally dynamically allocated when declared, since they are not known ahead of time. In some languages, all variables are global, or global by default, while in most modern languages variables have limited scope, generally lexical scope, though global variables are often available by declaring a variable at the top level of the program. In other languages, however, global variables do not exist; these are generally modular programming languages that enforce a module structure, or class-based object-orie ...
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Unit Testing
Unit testing, component or module testing, is a form of software testing by which isolated source code is tested to validate expected behavior. Unit testing describes tests that are run at the unit-level to contrast testing at the Integration testing, integration or System testing, system level. History Unit testing, as a principle for testing separately smaller parts of large software systems, dates back to the early days of software engineering. In June 1956 at US Navy's Symposium on Advanced Programming Methods for Digital Computers, H.D. Benington presented the Semi-Automatic Ground Environment, SAGE project. It featured a specification-based approach where the coding phase was followed by "parameter testing" to validate component subprograms against their specification, followed then by an "assembly testing" for parts put together. In 1964, a similar approach is described for the software of the Project Mercury, Mercury project, where individual units developed by dif ...
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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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LDAP
The Lightweight Directory Access Protocol (LDAP ) is an open, vendor-neutral, industry standard application protocol for accessing and maintaining distributed Directory service, directory information services over an Internet Protocol (IP) network. Directory services play an important role in developing intranet and Internet applications by allowing the sharing of information about users, systems, networks, services, and applications throughout the network. As examples, directory services may provide any organized set of records, often with a hierarchical structure, such as a corporate email directory. Similarly, a telephone directory is a list of subscribers with an address and a phone number. LDAP is specified in a series of Internet Engineering Task Force (IETF) Standard Track publications known as Request for Comments (RFCs), using the description language ASN.1. The latest specification is Version 3, published aRFC 4511ref name="gracion Gracion.com. Retrieved on 2013-07-17. ...
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State (computer Science)
In information technology and computer science, a system is described as stateful if it is designed to remember preceding events or user interactions; the remembered information is called the state of the system. The set of states a system can occupy is known as its state space. In a discrete system, the state space is countable and often finite. The system's internal behaviour or interaction with its environment consists of separately occurring individual actions or events, such as accepting input or producing output, that may or may not cause the system to change its state. Examples of such systems are digital logic circuits and components, automata and formal language, computer programs, and computers. The output of a digital circuit or deterministic computer program at any time is completely determined by its current inputs and its state. Digital logic circuit state Digital logic circuits can be divided into two types: combinational logic, whose output signals a ...
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Null
Null may refer to: Science, technology, and mathematics Astronomy *Nuller, an optical tool using interferometry to block certain sources of light Computing *Null (SQL) (or NULL), a special marker and keyword in SQL indicating that a data value does not exist, is not known, or is missing. *Null character, the zero-valued ASCII character, also designated by , often used as a terminator, separator or filler. This symbol has no visual representation. *Null device, a virtual file that discards data written to it, on Unix systems /dev/null *Null pointer or reference (sometimes written NULL, nil, or None), an object pointer (or reference) not currently set to point (or refer) to a valid object Mathematics *Null (mathematics), a zero value in several branches of mathematics Physics *Null (physics), a point in a field where the field quantity is zero *Null (radio), a concept in electromagnetism Arts and media *The Null Corporation, an imprint of the band Nine Inch Nails *Null (Intronaut ...
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Design Pattern (computer Science)
In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. A design pattern is not a rigid structure to be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of problem that can be deployed in many different situations. Design patterns can be viewed as formalized best practices that the programmer may use to solve common problems when designing a software 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 no ...
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Hash Table
In computer science, a hash table is a data structure that implements an associative array, also called a dictionary or simply map; an associative array is an abstract data type that maps Unique key, keys to Value (computer science), values. A hash table uses a hash function to compute an ''index'', also called a ''hash code'', into an array of ''buckets'' or ''slots'', from which the desired value can be found. During lookup, the key is hashed and the resulting hash indicates where the corresponding value is stored. A map implemented by a hash table is called a hash map. Most hash table designs employ an Perfect hash function, imperfect hash function. Hash collision, Hash collisions, where the hash function generates the same index for more than one key, therefore typically must be accommodated in some way. In a well-dimensioned hash table, the average time complexity for each lookup is independent of the number of elements stored in the table. Many hash table designs also ...
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Design Patterns
''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 and pitfalls of object-oriented programming, and the remaining chapters describing 23 classic software design patterns. The book includes examples in C++ and Smalltalk. It has been influential to the field of software engineering and is regarded as an important source for object-oriented design theory and practice. More than 500,000 copies have been sold in English and in 13 other languages. The authors are often referred to as the ''Gang of Four'' (GoF). Development and publication history The book started at a birds-of-a-feather session at the 1990 OOPSLA meeting, "Towards an Architecture Handbook", where Erich Gamma and Ri ...
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