Category:Software design patterns
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A (software) design pattern is a general solution to a common problem in software design. It is a description or template for how to solve a problem, that can be used in different situations. A design pattern typically shows relationship and interaction between classes or objects, without specifying final application classes or objects that are involved. Patterns identify and specify abstractions that are above the level of single classes and instances.
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Subcategories
This category has the following 3 subcategories, out of 3 total.
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- Anti-patterns (32 P)
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Pages in category "Software design patterns"
The following 147 pages are in this category, out of 147 total. This list may not reflect recent changes.
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- Data access object
- Data mapper pattern
- Data transfer object
- Data, context and interaction
- Debugging pattern
- Decorator pattern
- Delegation pattern
- Dependency injection
- Dependency inversion principle
- Blackboard (design pattern)
- Chain-of-responsibility pattern
- Design Patterns
- Differentiated service
- Dispose pattern
- Distributed design patterns
- Double dispatch
- Double-chance function
- Double-checked locking
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- Map (parallel pattern)
- Marker interface pattern
- Robert C. Martin
- Mediator pattern
- Memento pattern
- Message broker
- Micro-frontend
- Mock object
- Model–view–adapter
- Model–view–controller
- Model–view–presenter
- Model–view–viewmodel
- Module pattern
- Monad (functional programming)
- Monitor (synchronization)
- Multitier architecture
- Multiton pattern
- MVC4WPF
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- Scheduled-task pattern
- Scheduling (computing)
- Servant (design pattern)
- Service locator pattern
- Service-oriented architecture
- Shard (database architecture)
- Single-serving visitor pattern
- Singleton pattern
- Software architectural model
- Specification pattern
- State pattern
- Store-passing style
- Strangler fig pattern
- Strategy pattern
- Strongly typed identifier
- Structural pattern
- Substitution failure is not an error