Dijkstra’s algorithm was conceived by Dutch computer scientist Edsger Dijkstra in 1956 and published in 1959. It is a graph search algorithm that solves the single-source shortest path problem for a graph with non-negative edge path costs, producing a shortest path tree. This algorithm is often used in routing and as a subroutine in other [...]
iPhone applications are developed in Objective C language. This language is particularly created for mobile devices development. There are lots of similarities between C Language and Objective-C Language some of them mentioned below:
Strict superset of C – everything that works in C works in Objective-C (unlike C++) Super-set because it adds object-oriented constructs to the language When compiling Objective-C, it [...]
As a developer you must be thinking why to develop for iPhone? Over 1 billion iPhone applications downloaded in 6 months. Over 50,000 applications currently available and this number increasing exponentially. Number of iPhones and iPod crossed 50 million across 85 countries. It has a great development environment. Plenty of money for the developer to get rich through App Store. [...]
A queue is an ordered collection of items from which items may be deleted at one end (called the front of the queue) and into which items may be inserted at the other end (called the rear of the queue). A Queue can be implemented using arrays and using linked list structure. In this [...]
Abstract Factory design pattern provides an interface for creating families of related or dependent objects without specifying their concrete classes. In normal usage, the client software creates a concrete implementation of the abstract factory and then uses the generic interfaces to create the concrete objects that are part of the theme.
The prototype pattern is a creational design pattern used in software development when the type of objects to create is determined by a prototypical instance, which is cloned to produce new objects. This pattern is used to specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.
Factory Method design pattern defines an interface for creating an object, but let subclasses decide which class to instantiate. Like other creational patterns, it deals with the problem of creating objects (products) without specifying the exact class of object that will be created.
Strategy design pattern defines a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it. In computer programming, the strategy pattern is also known as the policy pattern.
Observer design pattern (also known as Dependants and Publish-subscribe) is a behavioral pattern. Behavioral patterns are those patterns that are most specifically concerned with communication between objects. Intent of Observer pattern is to define one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
Intent of Singleton design pattern is to ensure that a class only has one instance, and provide a global point of access to it. Use the Singleton pattern when there must be only one instance of a class, and it must be accessible to clients from a well-known access point. Use Singleton when the sole instance should be extensible by subclassing, and clients should be able to use an extended instance without modifying their code.
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