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The proportion of these structures, known as 'infill density', is a key parameter that can be adjusted in the slicer. Support structure (in blue) generated by Cura software. Supports : Since most 3D printing processes build objects layer by layer, from the bottom up, each new layer is deposited directly on top of the previous one.
First six iterations of the Hilbert curve. The Hilbert curve (also known as the Hilbert space-filling curve) is a continuous fractal space-filling curve first described by the German mathematician David Hilbert in 1891, [1] as a variant of the space-filling Peano curves discovered by Giuseppe Peano in 1890.
The different patterns and principles used in GRASP are controller, creator, indirection, information expert, low coupling, high cohesion, polymorphism, protected variations, and pure fabrication. [2] All these patterns solve some software problems common to many software development projects.
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. [1] A design pattern is not a rigid structure that can be transplanted directly into source code .
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 .
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 due to inflexibility in the creation procedures.
A (software) design pattern is a general solution to a common problem in software design. It is a description or template for how to solve a problem, that can be used in different situations. A design pattern typically shows relationship and interaction between classes or objects, without specifying final application classes or objects that are ...
The mediator [1] design pattern is one of the twenty-three well-known design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse.