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  2. Builder pattern - Wikipedia

    en.wikipedia.org/wiki/Builder_pattern

    The builder pattern is a design pattern that provides a flexible solution to various object creation problems in object-oriented programming.The builder pattern separates the construction of a complex object from its representation.

  3. Delegation pattern - Wikipedia

    en.wikipedia.org/wiki/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.

  4. Singleton pattern - Wikipedia

    en.wikipedia.org/wiki/Singleton_pattern

    A class diagram exemplifying the 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]

  5. Kotlin (programming language) - Wikipedia

    en.wikipedia.org/wiki/Kotlin_(programming_language)

    In 2018, Kotlin was the fastest growing language on GitHub, with 2.6 times more developers compared to 2017. [53] It is the fourth most loved programming language according to the 2020 Stack Overflow Developer Survey. [54] Kotlin was also awarded the O'Reilly Open Source Software Conference Breakout Award for 2019. [55]

  6. Observer pattern - Wikipedia

    en.wikipedia.org/wiki/Observer_pattern

    The observer pattern, as described in the Design Patterns book, is a very basic concept and does not address removing interest in changes to the observed subject or special logic to be performed by the observed subject before or after notifying the observers. The pattern also does not deal with recording change notifications or guaranteeing ...

  7. Don't repeat yourself - Wikipedia

    en.wikipedia.org/wiki/Don't_repeat_yourself

    "Don't repeat yourself" (DRY), also known as "duplication is evil", is a principle of software development aimed at reducing repetition of information which is likely to change, replacing it with abstractions that are less likely to change, or using data normalization which avoids redundancy in the first place.

  8. Factory method pattern - Wikipedia

    en.wikipedia.org/wiki/Factory_method_pattern

    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.

  9. List of programming languages by type - Wikipedia

    en.wikipedia.org/wiki/List_of_programming...

    Basically, object code for the language's interpreter needs to be linked into the executable. Source code fragments for the embedded language can then be passed to an evaluation function as strings. Application control languages can be implemented this way, if the source code is input by the user. Languages with small interpreters are preferred.