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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]
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 ...
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Publish–subscribe is a sibling of the message queue paradigm, and is typically one part of a larger message-oriented middleware system. Most messaging systems support both the pub/sub and message queue models in their API; e.g., Java Message Service (JMS). This pattern provides greater network scalability and a more dynamic network topology ...
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.
Inversion of control carries the strong connotation that the reusable code and the problem-specific code are developed independently even though they operate together in an application. Callbacks , schedulers , event loops , and the template method are examples of design patterns that follow the inversion of control principle, although the term ...
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.
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.