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  2. Swing (Java) - Wikipedia

    en.wikipedia.org/wiki/Swing_(Java)

    Example Swing widgets in Java. Swing is a GUI widget toolkit for Java. [1] It is part of Oracle's Java Foundation Classes (JFC) – an API for providing a graphical user interface (GUI) for Java programs. Swing was developed to provide a more sophisticated set of GUI components than the earlier Abstract Window Toolkit (AWT).

  3. Abstract Window Toolkit - Wikipedia

    en.wikipedia.org/wiki/Abstract_Window_Toolkit

    The AWT is part of the Java Foundation Classes (JFC) — the standard API for providing a graphical user interface (GUI) for a Java program. AWT is also the GUI toolkit for a number of Java ME profiles. For example, Connected Device Configuration profiles require Java runtimes on mobile telephones to support the Abstract Window Toolkit.

  4. Swing Application Framework - Wikipedia

    en.wikipedia.org/wiki/Swing_Application_Framework

    The Swing Application Framework (JSR 296) is a Java specification for a simple application framework for Swing applications, with a graphical user interface (GUI) in computer software. It defines infrastructure common to most desktop applications, making Swing applications easier to create. It has now been withdrawn. [1]

  5. Plain old Java object - Wikipedia

    en.wikipedia.org/wiki/Plain_Old_Java_Object

    The term "POJO" initially denoted a Java object which does not follow any of the major Java object models, conventions, or frameworks. It has since gained adoption as a language-agnostic term, because of the need for a common and easily understood term that contrasts with complicated object frameworks. [citation needed]

  6. Object pool pattern - Wikipedia

    en.wikipedia.org/wiki/Object_pool_pattern

    The object pool pattern is a software creational design pattern that uses a set of initialized objects kept ready to use – a "pool" – rather than allocating and destroying them on demand. A client of the pool will request an object from the pool and perform operations on the returned object.

  7. Singleton pattern - Wikipedia

    en.wikipedia.org/wiki/Singleton_pattern

    A class diagram exemplifying the 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]

  8. Multiton pattern - Wikipedia

    en.wikipedia.org/wiki/Multiton_pattern

    Rather than having a single instance per application (e.g. the java.lang.Runtime 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. [1]

  9. Pattern matching - Wikipedia

    en.wikipedia.org/wiki/Pattern_matching

    The patterns generally have the form of either sequences or tree structures. Uses of pattern matching include outputting the locations (if any) of a pattern within a token sequence, to output some component of the matched pattern, and to substitute the matching pattern with some other token sequence (i.e., search and replace).