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  2. Bridge pattern - Wikipedia

    en.wikipedia.org/wiki/Bridge_pattern

    Bridge pattern. The bridge pattern is a design pattern used in software engineering that is meant to "decouple an abstraction from its implementation so that the two can vary independently", introduced by the Gang of Four. [1] The bridge uses encapsulation, aggregation, and can use inheritance to separate responsibilities into different classes .

  3. Structure chart - Wikipedia

    en.wikipedia.org/wiki/Structure_Chart

    Example of a Structured Chart. A structure chart (SC) in software engineering and organizational theory is a chart which shows the breakdown of a system to its lowest manageable levels. They are used in structured programming to arrange program modules into a tree. Each module is represented by a box, which contains the module's name.

  4. Singleton pattern - Wikipedia

    en.wikipedia.org/wiki/Singleton_pattern

    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 ...

  5. Observer pattern - Wikipedia

    en.wikipedia.org/wiki/Observer_pattern

    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 ...

  6. Syntax diagram - Wikipedia

    en.wikipedia.org/wiki/Syntax_diagram

    The representation of a grammar is a set of syntax diagrams. Each diagram defines a "nonterminal" stage in a process. There is a main diagram which defines the language in the following way: to belong to the language, a word must describe a path in the main diagram. Each diagram has an entry point and an end point.

  7. Command pattern - Wikipedia

    en.wikipedia.org/wiki/Command_pattern

    Command pattern. In object-oriented programming, the command pattern is a behavioral design pattern in which an object is used to encapsulate all information needed to perform an action or trigger an event at a later time. This information includes the method name, the object that owns the method and values for the method parameters.

  8. For loop - Wikipedia

    en.wikipedia.org/wiki/For_loop

    t. e. In computer science, a for-loop or for loop is a control flow statement for specifying iteration. Specifically, a for-loop functions by running a section of code repeatedly until a certain condition has been satisfied. For-loops have two parts: a header and a body. The header defines the iteration and the body is the code that is executed ...

  9. Memento pattern - Wikipedia

    en.wikipedia.org/wiki/Memento_pattern

    The memento pattern is a software design pattern that exposes the private internal state of an object. One example of how this can be used is to restore an object to its previous state (undo via rollback), another is versioning, another is custom serialization. The memento pattern is implemented with three objects: the originator, a caretaker ...