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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. One of the well-known "Gang of Four" design patterns, which describes how to solve recurring problems in object-oriented software. [1] The pattern is useful when exactly one object is needed to ...
Software design pattern. In software engineering, a design pattern describes a relatively small, well-defined aspect (i.e. functionality) of a computer program in terms of how to write the code. Using a pattern is intended to leverage an existing concept rather than re-inventing it. This can decrease the time to develop software and increase ...
Contents. Service locator pattern. The service locator pattern is a design pattern used in software development to encapsulate the processes involved in obtaining a service with a strong abstraction layer. This pattern uses a central registry known as the "service locator", which on request returns the information necessary to perform a certain ...
In a software design pattern view, lazy initialization is often used together with a factory method pattern. This combines three ideas: Using a factory method to create instances of a class (factory method pattern) Storing the instances in a map, and returning the same instance to each request for an instance with same parameters (multiton pattern)
Entity–component–system (ECS) is a software architectural pattern mostly used in video game development for the representation of game world objects. An ECS comprises entities composed from components of data, with systems which operate on the components. ECS follows the principle of composition over inheritance, meaning that every entity ...
Delegation pattern. In software engineering, the delegation pattern is an object-oriented design pattern that allows object composition to achieve the same code reuse as inheritance. In delegation, an object handles a request by delegating to a second object (the delegate). The delegate is a helper object, but with the original context.
Observer pattern. In software design and engineering, the observer pattern is a software design pattern in which an object, named the subject, maintains a list of its dependents, called observers, and notifies them automatically of any state changes, usually by calling one of their methods. It is often used for implementing distributed event ...
Creational pattern. In software engineering, creational design patterns are design patterns that deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. The basic form of object creation could result in design problems or in added complexity to the design due to inflexibility in the creation procedures.