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  2. Semaphore (programming) - Wikipedia

    en.wikipedia.org/wiki/Semaphore_(programming)

    In computer science, a semaphore is a variable or abstract data type used to control access to a common resource by multiple threads and avoid critical section problems in a concurrent system such as a multitasking operating system. Semaphores are a type of synchronization primitive. A trivial semaphore is a plain variable that is changed (for ...

  3. Event (synchronization primitive) - Wikipedia

    en.wikipedia.org/wiki/Event_(synchronization...

    Different implementations of events may provide different subsets of these possible operations; for example, the implementation provided by Microsoft Windows provides the operations wait (WaitForObject and related functions), set (SetEvent), and clear (ResetEvent). An option that may be specified during creation of the event object changes the ...

  4. Concurrency pattern - Wikipedia

    en.wikipedia.org/wiki/Concurrency_pattern

    In software engineering, concurrency patterns are those types of design patterns that deal with the multi-threaded programming paradigm.. Examples of this class of patterns include:

  5. Dining philosophers problem - Wikipedia

    en.wikipedia.org/wiki/Dining_philosophers_problem

    Illustration of the dining philosophers problem. Each philosopher has a bowl of spaghetti and can reach two of the forks. In computer science, the dining philosophers problem is an example problem often used in concurrent algorithm design to illustrate synchronization issues and techniques for resolving them.

  6. Concurrent computing - Wikipedia

    en.wikipedia.org/wiki/Concurrent_computing

    ooRexx—object-based, message exchange for communication and synchronization; Orc—heavily concurrent, nondeterministic, based on Kleene algebra; Oz-Mozart—multiparadigm, supports shared-state and message-passing concurrency, and futures; ParaSail—object-oriented, parallel, free of pointers, race conditions

  7. Message passing - Wikipedia

    en.wikipedia.org/wiki/Message_passing

    Web browsers and web servers are examples of processes that communicate by message-passing. A URL is an example of referencing a resource without exposing process internals. A subroutine call or method invocation will not exit until the invoked computation has terminated. Asynchronous message-passing, by contrast, can result in a response ...

  8. 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.

  9. Singleton pattern - Wikipedia

    en.wikipedia.org/wiki/Singleton_pattern

    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 ]