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The bridge pattern is a design pattern used in software engineering that is meant to "decouple an abstraction from its implementation so that the two can vary independently", introduced by the Gang of Four. [1] The bridge uses encapsulation, aggregation, and can use inheritance to separate responsibilities into different classes.
Java BluePrints was the first source to promote Model View Controller (MVC) and Data Access Object (DAO) for Java EE application development. Before this, the MVC design pattern was widely promoted as part of Smalltalk. The latest Java BluePrints offering is the Java BluePrints Solutions Catalog. [3]
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 .
A design pattern is the re-usable form of a solution to a design problem. The idea was introduced by the architect Christopher Alexander [ 1 ] and has been adapted for various other disciplines, particularly software engineering .
The Bridge [1] design pattern is one of the twenty-three well-known GoF 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. What problems can the Bridge design pattern solve? [2]
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.
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]
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 ...