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  2. Bridge pattern - Wikipedia

    en.wikipedia.org/wiki/Bridge_pattern

    The Bridge 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. [1] What problems can the Bridge design pattern solve? [2]

  3. Three-way comparison - Wikipedia

    en.wikipedia.org/wiki/Three-way_comparison

    In C, the functions strcmp and memcmp perform a three-way comparison between strings and memory buffers, respectively. They return a negative number when the first argument is lexicographically smaller than the second, zero when the arguments are equal, and a positive number otherwise.

  4. The Computer Language Benchmarks Game - Wikipedia

    en.wikipedia.org/wiki/The_Computer_Language...

    The Computer Language Benchmarks Game (formerly called The Great Computer Language Shootout) is a free software project for comparing how a given subset of simple algorithms can be implemented in various popular programming languages. The project consists of: A set of very simple algorithmic problems

  5. Comparison of C Sharp and Java - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_C_Sharp_and_Java

    The designers chose to address this problem with a four-step solution: 1) Introducing a compiler switch that indicates if Java 1.4 or later should be used, 2) Only marking assert as a keyword when compiling as Java 1.4 and later, 3) Defaulting to 1.3 to avoid rendering prior (non 1.4 aware code) invalid and 4) Issue warnings, if the keyword is ...

  6. 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. Rather than by calling a constructor , this is accomplished by invoking a factory method to create an object.

  7. Circular dependency - Wikipedia

    en.wikipedia.org/wiki/Circular_dependency

    Circular dependencies can cause many unwanted effects in software programs. Most problematic from a software design point of view is the tight coupling of the mutually dependent modules which reduces or makes impossible the separate re-use of a single module.

  8. Memento pattern - Wikipedia

    en.wikipedia.org/wiki/Memento_pattern

    One example of how this can be used is to restore an object to its previous state (undo via rollback), another is versioning, another is custom serialization. The memento pattern is implemented with three objects: the originator, a caretaker and a memento. The originator is some object that has an internal state.

  9. Reflective programming - Wikipedia

    en.wikipedia.org/wiki/Reflective_programming

    In some object-oriented programming languages such as C# and Java, reflection can be used to bypass member accessibility rules. For C#-properties this can be achieved by writing directly onto the (usually invisible) backing field of a non-public property. It is also possible to find non-public methods of classes and types and manually invoke them.