Behavioral pattern
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In software engineering, behavioral design patterns are design patterns that identify common communication patterns among objects. By doing so, these patterns increase flexibility in carrying out communication.
Design patterns
[edit]Examples of this type of design pattern include:
- Blackboard design pattern
- Provides a computational framework for the design and implementation of systems that integrate large and diverse specialized modules, and implement complex, non-deterministic control strategies
- Chain-of-responsibility pattern
- Command objects are handled or passed on to other objects by logic-containing processing objects
- Command pattern
- Command objects encapsulate an action and its parameters
- "Externalize the stack"
- Turn a recursive function into an iterative function that uses a stack[1]
- Interpreter pattern
- Implement a specialized computer language to rapidly solve a specific set of problems
- Iterator pattern
- Iterators are used to access the elements of an aggregate object sequentially without exposing its underlying representation
- Mediator pattern
- Provides a unified interface to a set of interfaces in a subsystem
- Memento pattern
- Provides the ability to restore an object to its previous state (rollback)
- Null object pattern
- Designed to act as a default value of an object
- Observer pattern
- a.k.a. Publish/Subscribe or Event Listener. Objects register to observe an event that may be raised by another object
- Weak reference pattern
- De-couple an observer from an observable[2]
- Protocol stack
- Communications are handled by multiple layers, which form an encapsulation hierarchy[3]
- Scheduled-task pattern
- A task is scheduled to be performed at a particular interval or clock time (used in real-time computing)
- Single-serving visitor pattern
- Optimise the implementation of a visitor that is allocated, used only once, and then deleted
- Specification pattern
- Recombinable business logic in a boolean fashion
- State pattern
- A clean way for an object to partially change its type at runtime
- Strategy pattern
- Algorithms can be selected on the fly, using composition
- Template method pattern
- Describes the skeleton of a program; algorithms can be selected on the fly, using inheritance
- Visitor pattern
- A way to separate an algorithm from an object
See also
[edit]References
[edit]- ^ "Externalize The Stack". c2.com. 2010-01-19. Archived from the original on 2011-03-03. Retrieved 2012-05-21.
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: CS1 maint: bot: original URL status unknown (link) - ^ Nakashian, Ashod (2004-04-11). "Weak Reference Pattern". c2.com. Archived from the original on 2011-03-03. Retrieved 2012-05-21.
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: CS1 maint: bot: original URL status unknown (link) - ^ "Protocol Stack". c2.com. 2006-09-05. Archived from the original on 2011-03-03. Retrieved 2012-05-21.
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: CS1 maint: bot: original URL status unknown (link)