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  2. Circular dependency - Wikipedia

    en.wikipedia.org/wiki/Circular_dependency

    Most problematic from a software design point of view is the tight coupling of the mutually dependent modules which reduces or makes impossible the separate re-use of a single module. Circular dependencies can cause a domino effect when a small local change in one module spreads into other modules and has unwanted global effects (program errors ...

  3. GRASP (object-oriented design) - Wikipedia

    en.wikipedia.org/wiki/GRASP_(object-oriented_design)

    The indirection pattern supports low coupling and reuses potential between two elements by assigning the responsibility of mediation between them to an intermediate object. An example of this is the introduction of a controller component for mediation between data (model) and its representation (view) in the model-view-controller pattern.

  4. Object diagram - Wikipedia

    en.wikipedia.org/wiki/Object_diagram

    "An object diagram is a graph of instances, including objects and data values. A static object diagram is an instance of a class diagram; it shows a snapshot of the detailed state of a system at a point in time. The use of object diagrams is fairly limited, namely to show examples of data structure."

  5. Dependency injection - Wikipedia

    en.wikipedia.org/wiki/Dependency_injection

    In software engineering, dependency injection is a programming technique in which an object or function receives other objects or functions that it requires, as opposed to creating them internally. Dependency injection aims to separate the concerns of constructing objects and using them, leading to loosely coupled programs.

  6. Composite pattern - Wikipedia

    en.wikipedia.org/wiki/Composite_pattern

    The object collaboration diagram shows the run-time interactions: In this example, the Client object sends a request to the top-level Composite object (of type Component) in the tree structure. The request is forwarded to (performed on) all child Component objects (Leaf and Composite objects) downwards the tree structure.

  7. 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.

  8. Class diagram - Wikipedia

    en.wikipedia.org/wiki/Class_diagram

    In software engineering, a class diagram [1] in the Unified Modeling Language (UML) is a type of static structure diagram that describes the structure of a system by showing the system's classes, their attributes, operations (or methods), and the relationships among objects. The class diagram is the main building block of object-oriented modeling.

  9. Stereotype (UML) - Wikipedia

    en.wikipedia.org/wiki/Stereotype_(UML)

    A stereotype is one of three types of extensibility mechanisms in the Unified Modeling Language (UML), the other two being tags and constraints. [1]: 73 They allow designers to extend the vocabulary of UML in order to create new model elements, derived from existing ones, but that have specific properties that are suitable for a particular domain or otherwise specialized usage.

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