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Behavioral pattern

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

Design patterns

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Examples of this type of design pattern include:

Blackboard design pattern
Provides a computational framework for the design and implementation of systems that integrate large and diverse specialized modules, and implement complex, non-deterministic control strategies
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
"Externalize the stack"
Turn a recursive function into an iterative function that uses a stack[1]
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
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)
Null object pattern
Designed to act as a default value of an object
Observer pattern
a.k.a. Publish/Subscribe or Event Listener. Objects register to observe an event that may be raised by another object
Weak reference pattern
De-couple an observer from an observable[2]
Protocol stack
Communications are handled by multiple layers, which form an encapsulation hierarchy[3]
Scheduled-task pattern
A task is scheduled to be performed at a particular interval or clock time (used in real-time computing)
Single-serving visitor pattern
Optimise the implementation of a visitor that is allocated, used only once, and then deleted
Specification pattern
Recombinable business logic in a boolean fashion
State pattern
A clean way for an object to partially change its type at runtime
Strategy pattern
Algorithms can be selected on the fly, using composition
Template method pattern
Describes the skeleton of a program; algorithms can be selected on the fly, using inheritance
Visitor pattern
A way to separate an algorithm from an object

See also

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References

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  1. ^ "Externalize The Stack". c2.com. 2010-01-19. Archived from the original on 2011-03-03. Retrieved 2012-05-21.{{cite web}}: CS1 maint: bot: original URL status unknown (link)
  2. ^ Nakashian, Ashod (2004-04-11). "Weak Reference Pattern". c2.com. Archived from the original on 2011-03-03. Retrieved 2012-05-21.{{cite web}}: CS1 maint: bot: original URL status unknown (link)
  3. ^ "Protocol Stack". c2.com. 2006-09-05. Archived from the original on 2011-03-03. Retrieved 2012-05-21.{{cite web}}: CS1 maint: bot: original URL status unknown (link)