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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 .
In object-oriented programming, the template method is one of the behavioral design patterns identified by Gamma et al. [1] in the book Design Patterns.The template method is a method in a superclass, usually an abstract superclass, and defines the skeleton of an operation in terms of a number of high-level steps.
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 ...
Most of them are based on the work from Erich Gamma, Frank Buschmann and Christopher Alexander on patterns (in architecture or computer science). One of them, proposed by Hahsler, [4] has the following structure: Pattern name: a pattern name should really reflect the meaning of what it is abstracting. It should be simple so that one can refer ...
Strategy is one of the patterns included in the influential book Design Patterns by Gamma et al. [3] that popularized the concept of using design patterns to describe how to design flexible and reusable object-oriented software. Deferring the decision about which algorithm to use until runtime allows the calling code to be more flexible and ...
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 ...
Erich Gamma is a Swiss computer scientist and one of the four co-authors (referred to as "Gang of Four") of the software engineering textbook, Design Patterns: Elements of Reusable Object-Oriented Software.
In object-oriented programming, the factory method pattern is a design pattern that uses factory methods to deal with the problem of creating objects without having to specify their exact classes. Rather than by calling a constructor , this is accomplished by invoking a factory method to create an object.