As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references,or expertise, but this question will likely solicit debate, a
In the past, I have seen the strategy pattern explained as a mechanism which allows the user of a function/class to provide their own functionality for that function/class.
As it currently stands, this question开发者_开发问答 is not a good fit for our Q&A format. We expect answers to be supported by facts, references,or expertise, but this question will likely so
As it currently stands, this question is not a good fit for our Q&A format. We ex开发者_如何转开发pect answers to be supported by facts, references,or expertise, but this question will likely
If yes, then are there any patterns that are specific to C++, and some that are not? Wh开发者_C百科ich are they, if any? Well I am referring to these design patterns: http://en.wikipedia.org/wiki/Desi
I\'m starting to consider implementing Inversion of Control containers in my future projects or refactorings and I was wondering which principles (besides GoF patterns) might be interesting to keep in
We\'re using DI and Unity to work with different dependencies (generally, database and repository classes, dto to entity mappers, etc)
Greetings and salutations, I am looking for information regrading design patterns for working with a large number of functions in C99.
I have an enum public enum Vehicle { CAR(\"CAR\", \"Car\"), PUSHBIKE(\"PUSHBIKE\", \"PuschBike\"); publicboolean isCar()
I am implementing the state pattern in one of my projects and is running into a design issue; my problem can be abstractly described as follows: