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  2. Observer pattern - Wikipedia

    en.wikipedia.org/wiki/Observer_pattern

    The observer design pattern is a behavioural pattern listed among the 23 well-known "Gang of Four" design patterns that address recurring design challenges in order to design flexible and reusable object-oriented software, yielding objects that are easier to implement, change, test and reuse.

  3. Reactive programming - Wikipedia

    en.wikipedia.org/wiki/Reactive_programming

    In computing, reactive programming is a declarative programming paradigm concerned with data streams and the propagation of change. With this paradigm, it is possible to express static (e.g., arrays) or dynamic (e.g., event emitters) data streams with ease, and also communicate that an inferred dependency within the associated execution model exists, which facilitates the automatic propagation ...

  4. Event-driven programming - Wikipedia

    en.wikipedia.org/wiki/Event-driven_programming

    Event-driven programming is the dominant paradigm used in graphical user interfaces applications and network servers. In an event-driven application, there is generally an event loop that listens for events and then triggers a callback function when one of those events is detected.

  5. Publish–subscribe pattern - Wikipedia

    en.wikipedia.org/wiki/Publish–subscribe_pattern

    Publish–subscribe is a sibling of the message queue paradigm, and is typically one part of a larger message-oriented middleware system. Most messaging systems support both the pub/sub and message queue models in their API ; e.g., Java Message Service (JMS).

  6. Latent and observable variables - Wikipedia

    en.wikipedia.org/wiki/Latent_and_observable...

    Many observable variables can be aggregated in a model to represent an underlying concept, making it easier to understand the data. In this sense, they serve a function similar to that of scientific theories. At the same time, latent variables link observable "sub-symbolic" data in the real world to symbolic data in the modeled world.

  7. Observable - Wikipedia

    en.wikipedia.org/wiki/Observable

    In physics, an observable is a physical property or physical quantity that can be measured. In classical mechanics , an observable is a real -valued "function" on the set of all possible system states, e.g., position and momentum .

  8. Observer effect (physics) - Wikipedia

    en.wikipedia.org/wiki/Observer_effect_(physics)

    In physics, the observer effect is the disturbance of an observed system by the act of observation. [1] [2] This is often the result of utilising instruments that, by necessity, alter the state of what they measure in some manner.

  9. Random variable - Wikipedia

    en.wikipedia.org/wiki/Random_variable

    A random variable (also called random quantity, aleatory variable, or stochastic variable) is a mathematical formalization of a quantity or object which depends on random events. [1] The term 'random variable' in its mathematical definition refers to neither randomness nor variability [ 2 ] but instead is a mathematical function in which