Structural Pattern
   HOME
*





Structural Pattern
In software engineering, structural design patterns are design patterns that ease the design by identifying a simple way to realize relationships among entities. Examples of Structural Patterns include: * Adapter pattern: 'adapts' one interface for a class into one that a client expects ** Adapter pipeline: Use multiple adapters for debugging purposes. ** Retrofit Interface Pattern: An adapter used as a new interface for multiple classes at the same time. * Aggregate pattern: a version of the Composite pattern with methods for aggregation of children * Bridge pattern: decouple an abstraction from its implementation so that the two can vary independently ** Tombstone: An intermediate "lookup" object contains the real location of an object. * Composite pattern: a tree structure of objects where every object has the same interface * Decorator pattern: add additional functionality to an object at runtime where subclassing would result in an exponential rise of new classes * Extensibil ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Software Engineering
Software engineering is a systematic engineering approach to software development. A software engineer is a person who applies the principles of software engineering to design, develop, maintain, test, and evaluate computer software. The term '' programmer'' is sometimes used as a synonym, but may also lack connotations of engineering education or skills. Engineering techniques are used to inform the software development process which involves the definition, implementation, assessment, measurement, management, change, and improvement of the software life cycle process itself. It heavily uses software configuration management which is about systematically controlling changes to the configuration, and maintaining the integrity and traceability of the configuration and code throughout the system life cycle. Modern processes use software versioning. History Beginning in the 1960s, software engineering was seen as its own type of engineering. Additionally, the development of soft ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Marker Interface Pattern
The marker interface pattern is a design pattern in computer science, used with languages that provide run-time type information about objects. It provides a means to associate metadata with a class where the language does not have explicit support for such metadata. To use this pattern, a class implements a marker interface (also called tagging interface) which is an empty interface, and methods that interact with instances of that class test for the existence of the interface. Whereas a typical interface specifies functionality (in the form of method declarations) that an implementing class must support, a marker interface need not do so. The mere presence of such an interface indicates specific behavior on the part of the implementing class. Hybrid interfaces, which both act as markers and specify required methods, are possible but may prove confusing if improperly used. Example An example of the application of marker interfaces from the Java programming language is the inte ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Software Design Patterns
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 langua ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




Creational Pattern
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. 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, while class-creational patterns defer its object cre ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


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 * Read write lock pattern * Scheduler pattern * Thread pool pattern * Thread-local storage See also * Design Patterns *Behavioral pattern *Creational pattern *Structural pattern In software engineering, structural design patterns are design patterns that ease the design by identifying a simple way to realize relationships among entities. Examples of Structural Patterns include: * Adapter pattern: 'adapts' one interface fo ... References External links ScaleConf Presentation about concurrency patternsGopherCon Rethinking Classical Concurrency Patterns
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


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 one 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 aggregate objec ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Proxy Pattern
In computer programming, the proxy pattern is a software design pattern. A ''proxy'', in its most general form, is a class functioning as an interface to something else. The proxy could interface to anything: a network connection, a large object in memory, a file, or some other resource that is expensive or impossible to duplicate. In short, a proxy is a wrapper or agent object that is being called by the client to access the real serving object behind the scenes. Use of the proxy can simply be forwarding to the real object, or can provide additional logic. In the proxy, extra functionality can be provided, for example caching when operations on the real object are resource intensive, or checking preconditions before operations on the real object are invoked. For the client, usage of a proxy object is similar to using the real object, because both implement the same interface. Overview The Proxy design pattern is one of the twenty-three well-known '' GoF design patterns'' that ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Opaque Pointer
In computer programming, an opaque pointer is a special case of an opaque data type, a data type declared to be a pointer to a record or data structure of some unspecified type. Opaque pointers are present in several programming languages including Ada, C, C++, D and Modula-2. If the language is strongly typed, programs and procedures that have no other information about an opaque pointer type ''T'' can still declare variables, arrays, and record fields of type ''T'', assign values of that type, and compare those values for equality. However, they will not be able to de-reference such a pointer, and can only change the object's content by calling some procedure that has the missing information. Opaque pointers are a way to hide the implementation details of an interface from ordinary clients, so that the implementation may be changed without the need to recompile the modules using it. This benefits the programmer as well since a simple interface can be created, and most det ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




Pipes And Filters
Pipe(s), PIPE(S) or piping may refer to: Objects * Pipe (fluid conveyance), a hollow cylinder following certain dimension rules ** Piping, the use of pipes in industry * Smoking pipe ** Tobacco pipe * Half-pipe and quarter pipe, semi-circular ramps for performing skateboarding/snowboarding tricks * Piping (sewing), tubular ornamental fabric sewn around the edge of a garment * ''For the musical instruments'', see below Music * Pipe (instrument), a traditional perforated wind instrument * Bagpipe, a class of musical instrument, aerophones using enclosed reeds ** Pipes and drums or pipe bands, composed of musicians who play the Scottish and Irish bagpipes * Organ pipe, one of the tuned resonators that produces the main sound of a pipe organ * Pan pipes, see Pan flute, an ancient musical instrument based on the principle of the stopped pipe * Piped music, or elevator music, a type of background music * "Pipe", by Christie Front Drive from ''Christie Front Drive'', 1994 Computi ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Flyweight Pattern
In computer programming, the flyweight software design pattern refers to an object that minimizes memory usage by sharing some of its data with other similar objects. The flyweight pattern is one of twenty-three well-known '' GoF design patterns''. These patterns promote flexible object-oriented software design, which is easier to implement, change, test, and reuse. In other contexts, the idea of sharing data structures is called hash consing. The term was first coined, and the idea extensively explored, by Paul Calder and Mark Linton in 1990 to efficiently handle glyph information in a WYSIWYG document editor. Similar techniques were already used in other systems, however, as early as 1988. Overview The flyweight pattern is useful when dealing with large numbers of objects with simple repeated elements that would use a large amount of memory if individually stored. It is common to hold shared data in external data structures and pass it to the objects temporarily when the ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


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 langua ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Facade Pattern
The facade pattern (also spelled ''façade'') is a software-design pattern commonly used in object-oriented programming. Analogous to a facade in architecture, a facade is an object that serves as a front-facing interface masking more complex underlying or structural code. A facade can: * improve the readability and usability of a software library by masking interaction with more complex components behind a single (and often simplified) API * provide a context-specific interface to more generic functionality (complete with context-specific input validation) *serve as a launching point for a broader refactor of monolithic or tightly-coupled systems in favor of more loosely-coupled code Developers often use the facade design pattern when a system is very complex or difficult to understand because the system has many interdependent classes or because its source code is unavailable. This pattern hides the complexities of the larger system and provides a simpler interface to the cl ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]