Behavioral pattern

In software engineering, behavioral design patterns are design patterns that identify common communication patterns among objects. By doing so, these patterns increase flexibility in carrying out communication.

Design patterns

Examples of this type of design pattern include:

Blackboard design pattern
Provides a computational framework for the design and implementation of systems that integrate large and diverse specialized modules, and implement complex, non-deterministic control strategies
Chain of responsibility pattern
Command objects are handled or passed on to other objects by logic-containing processing objects
Command pattern
Command objects encapsulate an action and its parameters
"Externalize the stack"
Turn a recursive function into an iterative function that uses a stack[1]
Interpreter pattern
Implement a specialized computer language to rapidly solve a specific set of problems
Iterator pattern
Iterators are used to access the elements of an aggregate object sequentially without exposing its underlying representation
Mediator pattern
Provides a unified interface to a set of interfaces in a subsystem
Memento pattern
Provides the ability to restore an object to its previous state (rollback)
Null object pattern
Designed to act as a default value of an object
Observer pattern
a.k.a. Publish/Subscribe or Event Listener. Objects register to observe an event that may be raised by another object
Weak reference pattern
De-couple an observer from an observable[2]
Protocol stack
Communications are handled by multiple layers, which form an encapsulation hierarchy[3]
Scheduled-task pattern
A task is scheduled to be performed at a particular interval or clock time (used in real-time computing)
Single-serving visitor pattern
Optimise the implementation of a visitor that is allocated, used only once, and then deleted
Specification pattern
Recombinable business logic in a boolean fashion
State pattern
A clean way for an object to partially change its type at runtime
Strategy pattern
Algorithms can be selected on the fly, using composition
Template method pattern
Describes the skeleton of a program; algorithms can be selected on the fly, using inheritance
Visitor pattern
A way to separate an algorithm from an object

See also

References

  1. "Externalize The Stack". c2.com. 2010-01-19. Archived from the original on 2011-03-03. Retrieved 2012-05-21.{{cite web}}: CS1 maint: bot: original URL status unknown (link)
  2. Nakashian, Ashod (2004-04-11). "Weak Reference Pattern". c2.com. Archived from the original on 2011-03-03. Retrieved 2012-05-21.{{cite web}}: CS1 maint: bot: original URL status unknown (link)
  3. "Protocol Stack". c2.com. 2006-09-05. Archived from the original on 2011-03-03. Retrieved 2012-05-21.{{cite web}}: CS1 maint: bot: original URL status unknown (link)
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