Update for 15-03-22 22:30
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@ -58,6 +58,26 @@ Different ways to store and operate on data, with differing efficiency
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* [[machine_learning|Machine Learning]]
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* [[neural|Neural Networks]]
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== Programming patterns ==
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=== Creational ===
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* [[singleton]]
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* [[prototype]]
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=== Structural ===
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=== Behavioral ===
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* builder
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* factory
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* facade
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* proxy
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* iterator
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* observer
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* mediator
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* state
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== Common operations ==
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* [[gcd]] - Find the GCD of two numbers
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tech/prototype.wiki
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tech/prototype.wiki
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= Prototype =
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This is a design pattern where we copy an existing object without making the
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code dependent on their classes.
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The general idea is sometimes we need an exact clone of an object. We cant copy
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the object exactly from the outside, as we dont know the private fields.
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Therefore, the object can implement a `clone` method
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tech/singleton.wiki
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tech/singleton.wiki
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= Singleton =
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A singleton is a design pattern in which a class has only one instance, and
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that instance is globally accessable. This is often important for use in shared
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resources, such as a file, database connection, or logging application.
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== Implementation ==
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* Make the default constructor private, preventing other objects from using
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`new`
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* Create a static creation method that acts as a constructor. This method calls
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a private constructor and instantiates a static field, which is the
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singleton. All further calls return a reference to this cached, static
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object.
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== Use case ==
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* strict control over global vars
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* instance where a single instance of an object is required
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== Cons ==
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* Take special care to not instantiate several in a multithreaded enviroment
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