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  2. Method chaining - Wikipedia

    en.wikipedia.org/wiki/Method_chaining

    Method chaining is a common syntax for invoking multiple method calls in object-oriented programming languages. Each method returns an object, allowing the calls to be chained together in a single statement without requiring variables to store the intermediate results.

  3. Fluent interface - Wikipedia

    en.wikipedia.org/wiki/Fluent_interface

    Stated more abstractly, a fluent interface relays the instruction context of a subsequent call in method chaining, where generally the context is Defined through the return value of a called method; Self-referential, where the new context is equivalent to the last context; Terminated through the return of a void context

  4. Curiously recurring template pattern - Wikipedia

    en.wikipedia.org/wiki/Curiously_recurring...

    Method chaining, also known as named parameter idiom, is a common syntax for invoking multiple method calls in object-oriented programming languages. Each method returns an object, allowing the calls to be chained together in a single statement without requiring variables to store the intermediate results.

  5. Iterator pattern - Wikipedia

    en.wikipedia.org/wiki/Iterator_pattern

    In object-oriented programming, the iterator pattern is a design pattern in which an iterator is used to traverse a container and access the container's elements. The iterator pattern decouples algorithms from containers; in some cases, algorithms are necessarily container-specific and thus cannot be decoupled.

  6. Method cascading - Wikipedia

    en.wikipedia.org/wiki/Method_cascading

    Cascading can be implemented in terms of chaining by having the methods return the target object (receiver, this, self).However, this requires that the method be implemented this way already – or the original object be wrapped in another object that does this – and that the method not return some other, potentially useful value (or nothing if that would be more appropriate, as in setters).

  7. Bridge pattern - Wikipedia

    en.wikipedia.org/wiki/Bridge_pattern

    The Bridge design pattern is one of the twenty-three well-known GoF design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse.

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  9. Adapter pattern - Wikipedia

    en.wikipedia.org/wiki/Adapter_pattern

    It should have a constructor method with an adaptee class variable as a parameter. This parameter will be passed to an instance member of [ClassName] To [Interface] Adapter. When the clientMethod is called, it will have access to the adaptee instance that allows for accessing the required data of the adaptee and performing operations on that ...