CSC/ECE 517 Fall 2011/ch4 4h kp: Difference between revisions

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==Design Pattern==
==Design Pattern==
===Definition===
Some of the common definitions available online are as follows.
"In [[software engineering]], a '''design [[pattern]]''' is a general reusable solution to a commonly occurring problem within a given context in [[software design]]. A design pattern is not a finished design that can be transformed directly into [[code (computer programming)|code]]. It is a description or template for how to solve a problem that can be used in many different situations. [[Object-oriented]] design patterns typically show relationships and [[interaction]]s between [[class (computer science)|class]]es or [[object (computer science)|object]]s, without specifying the final application classes or objects that are involved."


===Definition===
===Examples===
===Examples===



Revision as of 00:53, 21 October 2011

Introduction

This wiki article discusses about some of the commonly used & easy to understand Desgin patterns[1] in the software industry. Specifically, we will be studying about the Singleton, Adapter, Command & Strategy patterns.

Design Pattern

Definition

Some of the common definitions available online are as follows. "In software engineering, a design pattern is a general reusable solution to a commonly occurring problem within a given context in software design. A design pattern is not a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved."

Examples

Singleton

Adapter

Command

Strategy

Conclusion

References

<references/>

External Links