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* [[Observer pattern]]: aka Publish/Subscribe or Event Listener. Objects register to observe an event which may be raised by another object
* [[Observer pattern]]: aka Publish/Subscribe or Event Listener. Objects register to observe an event which may be raised by another object
** Weak reference pattern: De-couple an observer from an observable.<ref>http://c2.com/cgi/wiki?WeakReferencePattern</ref>
** Weak reference pattern: De-couple an observer from an observable.<ref>http://c2.com/cgi/wiki?WeakReferencePattern</ref>
* [[Protocol stack]]: Communications are handled by multiple layers, which form an encapsulation heirarchy.<ref>http://c2.com/cgi/wiki?ProtocolStack</ref>
* [[Protocol stack]]: Communications are handled by multiple layers, which form an encapsulation hierarchy.<ref>http://c2.com/cgi/wiki?ProtocolStack</ref>
* [[State pattern]]: A clean way for an object to partially change its type at runtime
* [[State pattern]]: A clean way for an object to partially change its type at runtime
* [[Strategy pattern]]: Algorithms can be selected on the fly
* [[Strategy pattern]]: Algorithms can be selected on the fly

Revision as of 19:52, 8 August 2009

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

Examples of this type of design pattern include:

See also

References