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  2. 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.

  3. Signals and slots - Wikipedia

    en.wikipedia.org/wiki/Signals_and_slots

    Signals and slots is a language construct introduced in Qt [1] for communication between objects which makes it easy to implement the observer pattern while avoiding boilerplate code. The concept is that GUI widgets , and other objects, can send signals containing event information which can be received by other objects using special member ...

  4. Whiteboard Pattern - Wikipedia

    en.wikipedia.org/wiki/Whiteboard_Pattern

    Listener Pattern Architecture. The Listener Pattern is typically known as Observer Pattern. It is a Behavioral Pattern (aka Publish-Subscribe), which deals with dynamic changes in the state of different objects. Listener Pattern follows a structure where an event listener is registered to event source.

  5. 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.

  6. Behavioral pattern - Wikipedia

    en.wikipedia.org/wiki/Behavioral_pattern

    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.

  7. Actor model - Wikipedia

    en.wikipedia.org/wiki/Actor_model

    For example, an actor might need to send a message to a recipient actor from which it later expects to receive a response, but the response will actually be handled by a third actor component that has been configured to receive and handle the response (for example, a different actor implementing the observer pattern). The original actor could ...

  8. Immutable object - Wikipedia

    en.wikipedia.org/wiki/Immutable_object

    For example, an object that uses ... The observer pattern is an alternative technique for handling changes to mutable objects. Copy-on-write

  9. Talk:Observer pattern - Wikipedia

    en.wikipedia.org/wiki/Talk:Observer_pattern

    The C# example is incorrect: it has a "message" payload which is an Event-Driven concept, not Observer Pattern. The Subject doesn't have any internal data state, instead it's used as a Publish point with SendMessage to the Subscribed objects.