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The following shows the basic code of the object pool design pattern implemented using C#. For brevity the properties of the classes are declared using C# 3.0 automatically implemented property syntax. These could be replaced with full property definitions for earlier versions of the language.
Whether it is a console or a graphical interface application, the program must have an entry point of some sort. The entry point of a C# application is the Main method. There can only be one declaration of this method, and it is a static method in a class. It usually returns void and is passed command-line arguments as an array of strings.
The loop calls the Iterator::next method on the iterator before executing the loop body. If Iterator::next returns Some(_), the value inside is assigned to the pattern and the loop body is executed; if it returns None, the loop is terminated.
Specifically, the for loop will call a value's into_iter() method, which returns an iterator that in turn yields the elements to the loop. The for loop (or indeed, any method that consumes the iterator), proceeds until the next() method returns a None value (iterations yielding elements return a Some(T) value, where T is the element type).
The bridge pattern is useful when both the class and what it does vary often. The class itself can be thought of as the abstraction and what the class can do as the implementation. 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 ...
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 ...
Extension methods in C# allow programmers to use static methods as if they were methods from a class's method table, allowing programmers to virtually add instance methods to a class that they feel should exist on that kind of objects (and instances of the respective derived classes). [16]: 103–105 [20]: 202–203
A sample UML class and sequence diagram for the Iterator design pattern. [4] In the above UML class diagram, the Client class refers (1) to the Aggregate interface for creating an Iterator object (createIterator()) and (2) to the Iterator interface for traversing an Aggregate object (next(),hasNext()).