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In object-oriented programming, the singleton pattern is a software design pattern that restricts the instantiation of a class to a singular instance. It is one of the well-known "Gang of Four" design patterns , which describe how to solve recurring problems in object-oriented software. [ 1 ]
The prototype design pattern describes how to solve such problems: Define a Prototype object that returns a copy of itself. Create new objects by copying a Prototype object. This enables configuration of a class with different Prototype objects, which are copied to create new objects, and even more, Prototype objects can be added and removed at ...
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 .
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 .
Singleton pattern, a design pattern that allows only one instance of a class to exist; Singleton bound, used in coding theory; Singleton variable, a variable that is referenced only once; Singleton, a character encoded with one unit in variable-width encoding schemes for computer character sets
In software engineering, the initialization-on-demand holder (design pattern) idiom is a lazy-loaded singleton. In all versions of Java, the idiom enables a safe, highly concurrent lazy initialization of static fields with good performance.
See Singleton pattern. A singleton is also a variable that is only used once in a program, usually indicating a programming mistake. See singleton variable. From the start of the term 'Singleton pattern': In software engineering, the singleton design pattern is designed to restrict instantiation of a class to one (or a few) objects.
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 ...