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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

    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. Design Patterns - Wikipedia

    en.wikipedia.org/wiki/Design_Patterns

    Observer is a publish/subscribe pattern, which allows a number of observer objects to see an event. State allows an object to alter its behavior when its internal state changes. Strategy allows one of a family of algorithms to be selected on-the-fly at runtime.

  6. 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.

  7. Behavioral pattern - Wikipedia

    en.wikipedia.org/wiki/Behavioral_pattern

    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

  8. 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.

  9. Lapsed listener problem - Wikipedia

    en.wikipedia.org/wiki/Lapsed_listener_problem

    It originates in the observer pattern, where observers (or listeners) register with a subject (or publisher) to receive events. In basic implementation, this requires both explicit registration and explicit deregistration, as in the dispose pattern, because the subject holds strong references to the observers, keeping them alive. The leak ...