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  2. 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 ...

  3. 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

  4. Model–view–controller - Wikipedia

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

    [6] [7] [8]: 330 He wanted a pattern that could be used to structure any program where users interact with a large, convoluted data set. His design initially had four parts: Model, view, thing, and editor. After discussing it with the other Smalltalk developers, he and the rest of the group settled on model, view, and controller instead. [6]

  5. 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.

  6. 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.

  7. Bridge pattern - Wikipedia

    en.wikipedia.org/wiki/Bridge_pattern

    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]

  8. Builder pattern - Wikipedia

    en.wikipedia.org/wiki/Builder_pattern

    The builder pattern is a design pattern that provides a flexible solution to various object creation problems in object-oriented programming.The builder pattern separates the construction of a complex object from its representation.

  9. 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.