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  2. Blackboard (design pattern) - Wikipedia

    en.wikipedia.org/wiki/Blackboard_(design_pattern)

    Blackboard (design pattern) In software engineering, the blackboard pattern is a behavioral design pattern [1] that 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. [2] [1]

  3. Blackboard system - Wikipedia

    en.wikipedia.org/wiki/Blackboard_system

    A blackboard system is the central space in a multi-agent system. It's used for describing the world as a communication platform for agents. To realize a blackboard in a computer program, a machine readable notation is needed in which facts can be stored. One attempt in doing so is a SQL database, another option is the Learnable Task Modeling ...

  4. Design Patterns - Wikipedia

    en.wikipedia.org/wiki/Design_Patterns

    Design Patterns: Elements of Reusable Object-Oriented Software (1994) is a software engineering book describing software design patterns. The book was written by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, with a foreword by Grady Booch. The book is divided into two parts, with the first two chapters exploring the capabilities ...

  5. Blackboard pattern - Wikipedia

    en.wikipedia.org/?title=Blackboard_pattern&...

    Language links are at the top of the page across from the title.

  6. Software design pattern - Wikipedia

    en.wikipedia.org/wiki/Software_design_pattern

    Software design pattern. In software engineering, a design pattern describes a relatively small, well-defined aspect (i.e. functionality) of a computer program in terms of how to write the code . Using a pattern is intended to leverage an existing concept rather than re-inventing it.

  7. Pattern matching - Wikipedia

    en.wikipedia.org/wiki/Pattern_matching

    In computer science, pattern matching is the act of checking a given sequence of tokens for the presence of the constituents of some pattern. In contrast to pattern recognition, the match usually has to be exact: "either it will or will not be a match." The patterns generally have the form of either sequences or tree structures.

  8. Visitor pattern - Wikipedia

    en.wikipedia.org/wiki/Visitor_pattern

    Overview. The Visitor [1] design pattern is one of the twenty-three well-known Gang of Four design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse.

  9. Swiss-system tournament - Wikipedia

    en.wikipedia.org/wiki/Swiss-system_tournament

    Swiss-system tournament. A Swiss-system tournament is a non-eliminating tournament format that features a fixed number of rounds of competition, but considerably fewer than for a round-robin tournament; thus each competitor (team or individual) does not play all the other competitors. Competitors meet one-on-one in each round and are paired ...