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  2. Factory method pattern - Wikipedia

    en.wikipedia.org/wiki/Factory_method_pattern

    In object-oriented programming, the factory method pattern is a design pattern that uses factory methods to deal with the problem of creating objects without having to specify their exact classes.

  3. Model–view–viewmodel - Wikipedia

    en.wikipedia.org/wiki/Model–view–viewmodel

    Model–view–viewmodel (MVVM) is an architectural pattern in computer software that facilitates the separation of the development of a graphical user interface (GUI; the view)—be it via a markup language or GUI code—from the development of the business logic or back-end logic (the model) such that the view is not dependent upon any ...

  4. 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.

  5. Flyweight pattern - Wikipedia

    en.wikipedia.org/wiki/Flyweight_pattern

    A sample UML class and sequence diagram for the Flyweight design pattern. [6]The above UML class diagram shows: . the Client class, which uses the flyweight pattern; the FlyweightFactory class, which creates and shares Flyweight objects

  6. Model–view–presenter - Wikipedia

    en.wikipedia.org/wiki/Model–view–presenter

    The model–view–presenter software pattern originated in the early 1990s at Taligent, a joint venture of Apple, IBM, and Hewlett-Packard. [2] MVP is the underlying programming model for application development in Taligent's C++-based CommonPoint environment.

  7. Composite entity pattern - Wikipedia

    en.wikipedia.org/wiki/Composite_entity_pattern

    According to Oracle description of the pattern, consequences include eliminating inter-entity relationships, improving manageability by reducing entity beans, improving network performance, reducing database schema dependency, increasing object granularity, facilitating composite transfer object creation and overhead of multi-level dependent object graphs.

  8. GRASP (object-oriented design) - Wikipedia

    en.wikipedia.org/wiki/GRASP_(object-oriented_design)

    General Responsibility Assignment Software Patterns (or Principles), abbreviated GRASP, is a set of "nine fundamental principles in object design and responsibility assignment" [1]: 6 first published by Craig Larman in his 1997 [citation needed] book Applying UML and Patterns.

  9. Prototype pattern - Wikipedia

    en.wikipedia.org/wiki/Prototype_pattern

    The prototype pattern is a creational design pattern in software development.It is used when the types of objects to create is determined by a prototypical instance, which is cloned to produce new objects.