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		<title>Behavioral pattern - Revision history</title>
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		<updated>2026-10-23T11:14:00Z</updated>
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		<id>http://wiki.karljones.com/index.php?title=Behavioral_pattern&amp;diff=17681&amp;oldid=prev</id>
		<title>Karl Jones: /* External links */</title>
		<link rel="alternate" type="text/html" href="http://wiki.karljones.com/index.php?title=Behavioral_pattern&amp;diff=17681&amp;oldid=prev"/>
				<updated>2016-09-04T02:48:16Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;External links&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 02:48, 4 September 2016&lt;/td&gt;
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		<author><name>Karl Jones</name></author>	</entry>

	<entry>
		<id>http://wiki.karljones.com/index.php?title=Behavioral_pattern&amp;diff=17680&amp;oldid=prev</id>
		<title>Karl Jones: Created page with &quot;In software engineering, '''behavioral design patterns''' are software design patterns that identify common communication patterns between obje...&quot;</title>
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				<updated>2016-09-04T02:47:27Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;In &lt;a href=&quot;/index.php/Software_engineering&quot; title=&quot;Software engineering&quot;&gt;software engineering&lt;/a&gt;, &amp;#039;&amp;#039;&amp;#039;behavioral design patterns&amp;#039;&amp;#039;&amp;#039; are &lt;a href=&quot;/index.php/Software_design_pattern&quot; title=&quot;Software design pattern&quot;&gt;software design patterns&lt;/a&gt; that identify common communication patterns between obje...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;In [[software engineering]], '''behavioral design patterns''' are [[Software design pattern|software design patterns]] that identify common communication patterns between objects and realize these patterns.&lt;br /&gt;
&lt;br /&gt;
By doing so, these patterns increase flexibility in carrying out this communication.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Examples of this type of design pattern include:&lt;br /&gt;
&lt;br /&gt;
* [[Chain of responsibility pattern]]: Command objects are handled or passed on to other objects by logic-containing processing objects&lt;br /&gt;
* [[Command pattern]]: Command objects encapsulate an action and its parameters&lt;br /&gt;
&amp;quot;Externalize the Stack&amp;quot;: Turn a recursive function into an iterative one that uses a stack&lt;br /&gt;
* [[Interpreter pattern]]: Implement a specialized computer language to rapidly solve a specific set of problems&lt;br /&gt;
* [[Iterator pattern]]: Iterators are used to access the elements of an aggregate object sequentially without exposing its underlying representation&lt;br /&gt;
* [[Mediator pattern]]: Provides a unified interface to a set of interfaces in a subsystem&lt;br /&gt;
* [[Memento pattern]]: Provides the ability to restore an object to its previous state (rollback)&lt;br /&gt;
* [[Null Object pattern]]: Designed to act as a default value of an object&lt;br /&gt;
* [[Observer pattern]]: aka Publish/Subscribe or Event Listener. Objects register to observe an event that may be raised by another object&lt;br /&gt;
* [[Weak reference pattern]]: De-couple an observer from an observable &lt;br /&gt;
* [[Protocol stack]]: Communications are handled by multiple layers, which form an encapsulation hierarchy&lt;br /&gt;
* [[Scheduled-task pattern]]: A task is scheduled to be performed at a particular interval or clock time (used in real-time computing)&lt;br /&gt;
* [[Single-serving visitor pattern]]: Optimise the implementation of a visitor that is allocated, used only once, and then deleted&lt;br /&gt;
* [[Specification pattern]]: Recombinable business logic in a boolean fashion&lt;br /&gt;
* [[State pattern]]: A clean way for an object to partially change its type at runtime&lt;br /&gt;
* [[Strategy pattern]]: Algorithms can be selected on the fly&lt;br /&gt;
* [[Template method pattern]]: Describes the program skeleton of a program&lt;br /&gt;
* [[Visitor pattern]]: A way to separate an algorithm from an object&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Concurrency pattern]]&lt;br /&gt;
* [[Creational pattern]]&lt;br /&gt;
* [[Software design pattern]]&lt;br /&gt;
* [[Software engineering]]&lt;br /&gt;
* [[Structural pattern]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Behavioral_pattern Behavioral pattern] @ Wikipedia.org &lt;br /&gt;
&lt;br /&gt;
[[Category:Computer programming]]&lt;br /&gt;
[[Category:Computer science]]&lt;br /&gt;
[[Category:Software engineering]&lt;/div&gt;</summary>
		<author><name>Karl Jones</name></author>	</entry>

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