Bridge pattern, the Glossary
The bridge pattern is a design pattern used in software engineering that is meant to "decouple an abstraction from its implementation so that the two can vary independently", introduced by the Gang of Four.[1]
Table of Contents
22 relations: Abstraction (computer science), Adapter pattern, Addison-Wesley, C++, Class (computer programming), Class diagram, Computer program, Design Patterns, Encapsulation (computer programming), Implementation, Inheritance (object-oriented programming), Java (programming language), Object-oriented programming, Opaque pointer, Sequence diagram, Software design pattern, Software engineering, Source code, Strategy pattern, Template method pattern, Unified Modeling Language, Visual Prolog.
Abstraction (computer science)
In software engineering and computer science, abstraction is the process of generalizing concrete details, such as attributes, away from the study of objects and systems to focus attention on details of greater importance.
See Bridge pattern and Abstraction (computer science)
Adapter pattern
In software engineering, the adapter pattern is a software design pattern (also known as wrapper, an alternative naming shared with the decorator pattern) that allows the interface of an existing class to be used as another interface. Bridge pattern and adapter pattern are software design patterns.
See Bridge pattern and Adapter pattern
Addison-Wesley
Addison–Wesley is an American publisher of textbooks and computer literature.
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C++
C++ (pronounced "C plus plus" and sometimes abbreviated as CPP) is a high-level, general-purpose programming language created by Danish computer scientist Bjarne Stroustrup.
Class (computer programming)
In object-oriented programming, a class defines the shared aspects of objects created from the class.
See Bridge pattern and Class (computer programming)
Class diagram
In software engineering, a class diagram in the Unified Modeling Language (UML) is a type of static structure diagram that describes the structure of a system by showing the system's classes, their attributes, operations (or methods), and the relationships among objects.
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Computer program
A computer program is a sequence or set of instructions in a programming language for a computer to execute.
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Design Patterns
Design Patterns: Elements of Reusable Object-Oriented Software (1994) is a software engineering book describing software design patterns. Bridge pattern and design Patterns are software design patterns.
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Encapsulation (computer programming)
In software systems, encapsulation refers to the bundling of data with the mechanisms or methods that operate on the data.
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Implementation
Implementation is the realization of an application, execution of a plan, idea, model, design, specification, standard, algorithm, policy, or the administration or management of a process or objective.
See Bridge pattern and Implementation
Inheritance (object-oriented programming)
In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object (prototype-based inheritance) or class (class-based inheritance), retaining similar implementation.
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Java (programming language)
Java is a high-level, class-based, object-oriented programming language that is designed to have as few implementation dependencies as possible.
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Object-oriented programming
Object-oriented programming (OOP) is a programming paradigm based on the concept of objects, which can contain data and code: data in the form of fields (often known as attributes or properties), and code in the form of procedures (often known as methods).
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Opaque pointer
In computer programming, an opaque pointer is a special case of an opaque data type, a data type declared to be a pointer to a record or data structure of some unspecified type.
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Sequence diagram
In software engineering, a sequence diagram shows process interactions arranged in time sequence.
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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. Bridge pattern and software design pattern are software design patterns.
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Software engineering
Software engineering is an engineering approach to software development.
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Source code
In computing, source code, or simply code or source, is a plain text computer program written in a programming language.
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Strategy pattern
In computer programming, the strategy pattern (also known as the policy pattern) is a behavioral software design pattern that enables selecting an algorithm at runtime. Bridge pattern and strategy pattern are software design patterns.
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Template method pattern
In object-oriented programming, the template method is one of the behavioral design patterns identified by Gamma et al. Bridge pattern and template method pattern are software design patterns.
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Unified Modeling Language
The unified modeling language (UML) is a general-purpose visual modeling language that is intended to provide a standard way to visualize the design of a system.
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Visual Prolog
Visual Prolog, previously known as PDC Prolog and Turbo Prolog, is a strongly typed object-oriented extension of Prolog.
See Bridge pattern and Visual Prolog
References
[1] https://en.wikipedia.org/wiki/Bridge_pattern
Also known as Design Pattern - Bridge.