Design Patterns

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http://sourcemaking.com/antipatterns-book

AntiPatterns: The Survival Guide

Whereas patterns are good ideas that can be re-applied to new situations, AntiPatterns: The Survival Guide To Software Development Processes looks at what goes wrong in software development, time and time again. Most software projects fail This enlightening and often entertaining text defines what seasoned developers have long suspected: despite advances in software engineering, most software projects still fail to meet expectations and about a third are cancelled altogether. Our deadliest hit list begins with the Blob, where one object does most of the work in a project, and proceeds to Continuous Obsolescence, where technology changes so quickly that developers can’t keep up.
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 source or machine code. It is a description or template for how to solve a problem that can be used in many different situations. Patterns are formalized best practices that the programmer must implement themselves in the application. [ 1 ] Object-oriented design patterns typically show relationships and interactions between classes or objects , without specifying the final application classes or objects that are involved. Patterns that imply object-orientation or more generally mutable state, are not as applicable in functional programming languages.

Design pattern (computer science)

http://en.wikipedia.org/wiki/Software_design_pattern
In software engineering, a design pattern is a general repeatable solution to a commonly occurring problem in software design. A design pattern isn't 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. http://sourcemaking.com/design_patterns

Design Patterns

Machine Objects - Hierarchical state machines in C++

http://ehiti.de/machine_objects/ 1 Introduction The Machine Objects class library allows the creation of state machines based on the "State" design pattern in plain C++. It extends the pattern with the option to create hierarchical state machines, making it possible to convert the popular UML statechart notation to working code in a straightforward way. Other features are entry and exit actions, state histories and state variables. The "just show me code" link to an example state machine: Microwave
This design pattern and methodology ensures that only one instance of the C++ class is instantiated. It assures that only one object is created and no more. It is often used for a logging class so only one object has access to log files, or when there is a single resource, where there should only be a single object in charge of accessing the single resource. The singleton pattern discussed here gives the class itself, the responsibility of enforcement of the guarantee that only one instance of the class will be allowed to be generated. File: logger.hpp http://www.yolinux.com/TUTORIALS/C++Singleton.html

Linux Tutorial - C++ Singleton design pattern