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  2. 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 ...

  3. Multiton pattern - Wikipedia

    en.wikipedia.org/wiki/Multiton_pattern

    In software engineering, the multiton pattern is a design pattern which generalizes the singleton pattern. Whereas the singleton allows only one instance of a class to be created, the multiton pattern allows for the controlled creation of multiple instances, which it manages through the use of a map .

  4. Entity component system - Wikipedia

    en.wikipedia.org/wiki/Entity_component_system

    Entity–component–system (ECS) is a software architectural pattern mostly used in video game development for the representation of game world objects. An ECS comprises entities composed from components of data, with systems which operate on the components.

  5. Pattern-Oriented Software Architecture - Wikipedia

    en.wikipedia.org/wiki/Pattern-Oriented_Software...

    Ian Graham reviewed the first volume in the Journal of Object-Oriented Programming. [2] DBMS columnist David S. Linthicum found the first volume to be "the best book on patterns for application architects", while Bin Yang of JavaWorld thought it had "many interesting architecture and design patterns". [3] [4]

  6. Category:Software design patterns - Wikipedia

    en.wikipedia.org/wiki/Category:Software_design...

    A (software) design pattern is a general solution to a common problem in software design. It is a description or template for how to solve a problem, that can be used in different situations. A design pattern typically shows relationship and interaction between classes or objects, without specifying final application classes or objects that are ...

  7. GRASP (object-oriented design) - Wikipedia

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

    The different patterns and principles used in GRASP are controller, creator, indirection, information expert, low coupling, high cohesion, polymorphism, protected variations, and pure fabrication. [2] All these patterns solve some software problems common to many software development projects.

  8. Model–view–presenter - Wikipedia

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

    Diagram that depicts the model–view–presenter (MVP) GUI design pattern. Model–view–presenter (MVP) is a derivation of the model–view–controller (MVC) architectural pattern, and is used mostly for building user interfaces. In MVP, the presenter assumes the functionality of the "middle-man". In MVP, all presentation logic is pushed to ...

  9. List of software development philosophies - Wikipedia

    en.wikipedia.org/wiki/List_of_software...

    It also contains programming paradigms, software development methodologies, software development processes, and single practices, principles, and laws. Some of the mentioned methods are more relevant to a specific field than another, such as automotive or aerospace.