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  • State - Dart

    The State pattern allows an object to alter its behavior when its internal state changes. It encapsulates each state into separate classes, avoiding the use of conditional statements based on the object’s state. Each state class handles requests differently.

    This Dart implementation demonstrates a simple traffic …

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  • State - Scala

    The State pattern allows an object to alter its behavior when its internal state changes. Instead of implementing state-dependent logic with conditional statements (if/else or switch/case), it encapsulates each state into a separate class. These state classes define the behavior for that specific state, and a context …

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  • State - PHP

    The State pattern allows an object to alter its behavior when its internal state changes. It encapsulates each state as a separate class, making it easy to add new states without modifying the context object. This promotes the Open/Closed Principle.

    The code defines a TrafficLight context and states (Red, Yellow, Green …

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  • State - Ruby

    The State pattern is a behavioral design pattern that lets an object alter its behavior when its internal state changes. It avoids using many conditional statements based on the object’s state by encapsulating each state into separate classes. The context object delegates the work to a state object, which …

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  • State - Swift

    The State pattern is a behavioral pattern that allows an object to alter its behavior when its internal state changes. Instead of implementing state-specific logic within a single class using conditional statements, the pattern creates separate state classes to encapsulate each behavior. A context class holds a …

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  • State - Kotlin

    The State pattern allows an object to alter its behavior when its internal state changes. It encapsulates each state as a separate class and provides a way to transition between them. This avoids complex conditional logic and makes the code more maintainable and extensible by adding new states without modifying the …

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  • State - Rust

    The State pattern allows an object to alter its behavior when its internal state changes. It encapsulates different states into separate classes and provides a way to transition between them. This avoids using numerous conditional statements to handle state-specific logic.

    The Rust code defines an enum State …

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  • State - Go

    The State pattern is a behavioral pattern that allows an object to alter its behavior when its internal state changes. It encapsulates different states of an object as separate classes (concrete states) and provides a way to transition between them. This avoids complex conditional logic within the object itself.

    The Go …

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  • State - C

    The State pattern is a behavioral design pattern that allows an object to alter its behavior when its internal state changes. It encapsulates each state as a separate class, making it easier to add new states and manage complex conditional logic. This implementation uses function pointers to represent the state of a …

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  • State - C++

    The State pattern is a behavioral pattern that allows an object to alter its behavior when its internal state changes. It separates the state-dependent behavior from the object itself, encapsulating each state in a separate class. This promotes the Single Responsibility Principle and makes state transitions more …

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Recent Posts

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  • Service Discovery
  • Resequencer
  • Outbox Pattern

C 56 C++ 56 C_SHARP 56 GO 56 JAVA 56 JAVASCRIPT 56 KOTLIN 56 PYTHON 56 RUST 56 DART 55 PHP 55 RUBY 55 SCALA 55 SWIFT 55 TYPESCRIPT 55

BEHAVIORAL 147 ARCHITECTURAL 37 DDD 33 CONCURRENCY 26 INTEGRATION 21 CREATIONAL 18 DISTRIBUTED SYSTEMS 15 GOF 15 STRUCTURAL 13 RELIABILITY 10 SCALABILITY 10 PERFORMANCE 9 RESILIENCE 9 MICROSERVICES 7 OBSERVABILITY 6 MESSAGING 5 OPERATIONAL 5 DATA ACCESS 4 DEPLOYMENT 4 WEB 4 BEST PRACTICE 3 CLOUD 3 DATA 3 INFRASTRUCTURE 3 PRESENTATION 3 SECURITY 3 ARCHITECTURE 2 ASYNCHRONOUS 2 COMMUNICATION 2 DATA PROCESSING 2 DESIGN PATTERNS 2 DISTRIBUTED 2 DISTRIBUTED SYSTEM 2 EVENT-DRIVEN 2 FUNCTIONAL 2 IDIOMATIC 2 OBJECT-ORIENTED 2 ORM 2 SYSTEM 2 UI 2 AI 1 ANTI_PATTERN 1 AUTOMATION 1 CACHING 1 COLLABORATION 1 CONCURRENT 1 CQRS 1 CROSS-CUTTING 1 DATA MODELING 1 DATABASE 1 DESIGN PRINCIPLES 1 DEVELOPMENT 1 DEVOPS 1 DOMAIN 1 ENTERPRISE INTEGRATION 1 EXTENSIBILITY 1 FOUNDATIONAL 1 FRONTEND 1 KUBERNETES 1 LEGACY 1 LOOSELY COUPLED 1 MEMORY MANAGEMENT 1 MESSAGE 1 MESSAGE-QUEUE 1 METAPROGRAMMING 1 MIDDLEWARE 1 MONITORING 1 NETWORKING 1 OBJECT-CREATION 1 OBJECT-RELATIONAL 1 OBJECT-STRUCTURAL 1 OOA 1 OPERATIONS 1 PARALLELISM 1 PERSISTENCE 1 PROCESSING 1 REACTIVE 1 REFACTORING 1 RELEASE 1 ROBUSTNESS 1 SOFTWARE ARCHITECTURE 1 STATE 1 STATE MANAGEMENT 1 STRATEGIC 1 STRATEGIC DESIGN 1 TRADITIONAL 1 TRANSVERSAL 1 WEB APPLICATION 1

ABSTRACT FACTORY 15 ADAPTER 15 BLACKBOARD 15 BRIDGE 15 BUILDER 15 CHAIN OF RESPONSIBILITY 15 CLEAN ARCHITECTURE 15 CLIENT-SERVER 15 CLUSTER-BASED ARCHITECTURE 15 COMMAND 15 COMPOSITE 15 DECORATOR 15 DEPENDENCY INJECTION 15 EVENT-DRIVEN ARCHITECTURE 15 EXTENSION OBJECT 15 FACADE 15 FACTORY METHOD 15 HEXAGONAL ARCHITECTURE 15 INTERPRETER 15 ITERATOR 15 LAYERED ARCHITECTURE 15 LAZY INITIALIZATION 15 MASTER-SLAVE 15 MEDIATOR 15 MEMENTO 15 MESSAGE BROKER 15 MICROKERNEL 15 MICROSERVICES 15 MODULE 15 MONOLITH 15 MULTITON 15 N-TIER 15 NULL OBJECT 15 OBJECT POOL 15 OBSERVER 15 ONION ARCHITECTURE 15 PEER-TO-PEER 15 PIPES AND FILTERS 15 POLICY 15 PROTOTYPE 15 PROXY 15 PUBLISH-SUBSCRIBE 15 SELF-CONTAINED SYSTEMS 15 SERVICE LOCATOR 15 SHARED-NOTHING 15 SINGLETON 15 SNAPSHOT 15 SOA 15 SPACE-BASED ARCHITECTURE 15 SPECIFICATION 15 STATE 15 STRATEGY 15 TEMPLATE METHOD 15 VISITOR 15 FLYWEIGHT 14 SUPERVISOR-WORKER 10
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