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  2. Head First (book series) - Wikipedia

    en.wikipedia.org/wiki/Head_First_(book_series)

    Head First is a series of introductory instructional books to many topics, published by O'Reilly Media. It stresses an unorthodox, visually intensive, reader-involving combination of puzzles , jokes , nonstandard design and layout, and an engaging, conversational style to immerse the reader in a given topic.

  3. Design Patterns - Wikipedia

    en.wikipedia.org/wiki/Design_Patterns

    Design Patterns: Elements of Reusable Object-Oriented Software (1994) is a software engineering book describing software design patterns. The book was written by Erich Gamma , Richard Helm , Ralph Johnson , and John Vlissides , with a foreword by Grady Booch .

  4. Template method pattern - Wikipedia

    en.wikipedia.org/wiki/Template_method_pattern

    In object-oriented programming, the template method is one of the behavioral design patterns identified by Gamma et al. [1] in the book Design Patterns.The template method is a method in a superclass, usually an abstract superclass, and defines the skeleton of an operation in terms of a number of high-level steps.

  5. Software design pattern - Wikipedia

    en.wikipedia.org/wiki/Software_design_pattern

    In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. [1] A design pattern is not a rigid structure that can be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of ...

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  7. Design pattern - Wikipedia

    en.wikipedia.org/wiki/Design_pattern

    A design pattern is the re-usable form of a solution to a design problem. The idea was introduced by the architect Christopher Alexander [ 1 ] and has been adapted for various other disciplines, particularly software engineering .

  8. Creational pattern - Wikipedia

    en.wikipedia.org/wiki/Creational_pattern

    In software engineering, creational design patterns are design patterns that deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. The basic form of object creation could result in design problems or in added complexity to the design due to inflexibility in the creation procedures.

  9. Abstract factory pattern - Wikipedia

    en.wikipedia.org/wiki/Abstract_factory_pattern

    UML class diagram. The abstract factory pattern in software engineering is a design pattern that provides a way to create families of related objects without imposing their concrete classes, by encapsulating a group of individual factories that have a common theme without specifying their concrete classes. [1]