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Added quick descriptions of each behavioral pattern; in most cases copied from the design pattern's page |
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Examples of this type of design pattern include:
* [[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
* [[Event listener]]: Data is distributed to objects that are registered to receive it
* [[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
* [[Iterator pattern]]▼
* [[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)
* [[Observer pattern]]: aka Publish/Subscribe. Objects register to observe an event which may be raised by another object
* [[State pattern]]: A clean way for an object to partially change its type at runtime
* [[Strategy pattern]]: Algorithms can be selected on the fly
* [[Template method pattern]]: Describes the [[program skeleton]] of a program
* [[Visitor pattern]]: A way to separate an algorithm from an object
* [[Single-serving visitor pattern]]: Optimise the implementation of a visitor that is allocated, used only once, and then deleted
* [[Hierarchical visitor pattern]]: Provide a way to visit every node in a hierarchical [[data structure]] such as a tree.
==See also==
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* [[Structural pattern]]
* [[Creational pattern]]
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