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  2. Strategy pattern - Wikipedia

    en.wikipedia.org/wiki/Strategy_pattern

    Strategy pattern. In computer programming, the strategy pattern (also known as the policy pattern) is a behavioral software design pattern that enables selecting an algorithm at runtime. Instead of implementing a single algorithm directly, code receives runtime instructions as to which in a family of algorithms to use. [1]

  3. Bridge pattern - Wikipedia

    en.wikipedia.org/wiki/Bridge_pattern

    The bridge pattern can also be thought of as two layers of abstraction. When there is only one fixed implementation, this pattern is known as the Pimpl idiom in the C++ world. The bridge pattern is often confused with the adapter pattern, and is often implemented using the object adapter pattern; e.g., in the Java code below.

  4. Visitor pattern - Wikipedia

    en.wikipedia.org/wiki/Visitor_pattern

    It should be possible to define a new operation for (some) classes of an object structure without changing the classes. When new operations are needed frequently and the object structure consists of many unrelated classes, it's inflexible to add new subclasses each time a new operation is required because "[..] distributing all these operations across the various node classes leads to a system ...

  5. Model–view–controller - Wikipedia

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

    Model–view–controller (MVC) is a software design pattern [1] commonly used for developing user interfaces that divides the related program logic into three interconnected elements. These elements are: the model, the internal representations of information. the view, the interface that presents information to and accepts it from the user.

  6. Adapter pattern - Wikipedia

    en.wikipedia.org/wiki/Adapter_pattern

    Adapter pattern. In software engineering, the adapter pattern is a software design pattern (also known as wrapper, an alternative naming shared with the decorator pattern) that allows the interface of an existing class to be used as another interface. [1] It is often used to make existing classes work with others without modifying their source ...

  7. State pattern - Wikipedia

    en.wikipedia.org/wiki/State_pattern

    The state pattern is a behavioral software design pattern that allows an object to alter its behavior when its internal state changes. This pattern is close to the concept of finite-state machines. The state pattern can be interpreted as a strategy pattern, which is able to switch a strategy through invocations of methods defined in the pattern ...

  8. Talk:Bridge pattern - Wikipedia

    en.wikipedia.org/wiki/Talk:Bridge_pattern

    About the Strategy pattern: The form of Bridge and Strategy is nearly the same, and the difference is subtle. Bridge is a structural pattern that aims to decouple the Abstraction from its Implementations (and hide the concrete implementations from client code).

  9. Chain-of-responsibility pattern - Wikipedia

    en.wikipedia.org/.../Chain-of-responsibility_pattern

    Chain-of-responsibility pattern. In object-oriented design, the chain-of-responsibility pattern is a behavioral design pattern consisting of a source of command objects and a series of processing objects. [1] Each processing object contains logic that defines the types of command objects that it can handle; the rest are passed to the next ...