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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
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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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The following 31 pages are in this category, out of 148 total.
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This category has the following subcategory, out of 3 total.
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185:Pages in category "Software design patterns"
190:This list may not reflect recent changes
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218:Resource acquisition is initialization
315:Substitution failure is not an error
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265:Single-serving visitor pattern
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260:Shard (database architecture)
255:Service-oriented architecture
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20:The main article for this
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305:Strongly typed identifier
245:Servant (design pattern)
332:Template method pattern
250:Service locator pattern
27:Software design pattern
240:Scheduling (computing)
235:Scheduled-task pattern
295:Strangler fig pattern
280:Specification pattern
417:Computer programming
347:Thread-local storage
290:Store-passing style
213:Readers–writer lock
164:Software frameworks
388:Whiteboard Pattern
327:Table data gateway
310:Structural pattern
270:Singleton pattern
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393:Workflow pattern
300:Strategy pattern
223:Row data gateway
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352:Twin pattern
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342:Thread pool
337:Test double
168:(3 C, 33 P)
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36:Contents
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