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Design Patterns: Elements of Reusable Object-Oriented Software (1994) is a software engineering book describing software design patterns. The book was written by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, with a foreword by Grady Booch. The book is divided into two parts, with the first two chapters exploring the capabilities ...
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 ...
A class diagram exemplifying the singleton pattern. In software engineering, 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 ...
The Composite [2] 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.
Adapter pattern. In software engineering, the adapter pattern is a software design pattern (also known as wrapper, an alternative naming shared with the decorator pattern) that allows the interface of an existing class to be used as another interface. [1] It is often used to make existing classes work with others without modifying their source ...
Code reuse. In software development (and computer programming in general), code reuse, also called software reuse, is the use of existing software, or software knowledge, to build new software, [1] [2] : 7 following the reusability principles . Code reuse may be achieved by different ways depending on a complexity of a programming language ...
A design pattern is the re-usable form of a solution to a design problem. The idea was introduced by the architect Christopher Alexander [ 1 ] and has been adapted for various other disciplines, particularly software engineering .
An architectural pattern is a general, reusable resolution to a commonly occurring problem in software architecture within a given context. [1] The architectural patterns address various issues in software engineering , such as computer hardware performance limitations, high availability and minimization of a business risk .