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  2. Multiton pattern - Wikipedia

    en.wikipedia.org/wiki/Multiton_pattern

    In Java, the multiton pattern can be implemented using an enumerated type, with the values of the type corresponding to the instances. In the case of an enumerated type with a single value, this gives the singleton pattern. In C#, we can also use enums, as the following example shows:

  3. Comparison of C Sharp and Java - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_C_Sharp_and_Java

    In Java, this will mean that the method in the derived class will implicitly override the method in the base class, even though that may not be the intent of the designers of either class. To mitigate this, C# requires that if a method is intended to override an inherited method, the override keyword must be specified.

  4. Visitor pattern - Wikipedia

    en.wikipedia.org/wiki/Visitor_pattern

    [3]: 288 For example, iteration over a directory structure could be implemented by a function class instead of more conventional loop pattern. This would allow deriving various useful information from directories content by implementing a visitor functionality for every item while reusing the iteration code. It's widely employed in Smalltalk ...

  5. Factory method pattern - Wikipedia

    en.wikipedia.org/wiki/Factory_method_pattern

    According to Design Patterns: Elements of Reusable Object-Oriented Software: "Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory method lets a class defer instantiation to subclasses." [2] Creating an object often requires complex processes not appropriate to include within a composing object.

  6. Singleton pattern - Wikipedia

    en.wikipedia.org/wiki/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. [ 1 ]

  7. Iterator pattern - Wikipedia

    en.wikipedia.org/wiki/Iterator_pattern

    In object-oriented programming, the iterator pattern is a design pattern in which an iterator is used to traverse a container and access the container's elements. The iterator pattern decouples algorithms from containers; in some cases, algorithms are necessarily container-specific and thus cannot be decoupled.

  8. Generator (computer programming) - Wikipedia

    en.wikipedia.org/wiki/Generator_(computer...

    Moreover, C++11 allows foreach loops to be applied to any class that provides the begin and end functions. It's then possible to write generator-like classes by defining both the iterable methods (begin and end) and the iterator methods (operator!=, operator++ and operator*) in the same class. For example, it is possible to write the following ...

  9. Bridge pattern - Wikipedia

    en.wikipedia.org/wiki/Bridge_pattern

    The bridge pattern can also be thought of as two layers of abstraction. When there is only one fixed implementation, this pattern is known as the Pimpl idiom in the C++ world. The bridge pattern is often confused with the adapter pattern, and is often implemented using the object adapter pattern; e.g., in the Java code below.