investing the pattern - ορισμός. Τι είναι το investing the pattern
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Τι (ποιος) είναι investing the pattern - ορισμός

BEHAVIORAL DESIGN PATTERN
Command Pattern; The command pattern
  • UML diagram of the command pattern

Pattern (casting)         
  • The top and bottom halves of a sand casting mould showing the cavity prepared by patterns.  Cores to accommodate holes can be seen in the bottom half of the mould, which is called the ''drag''. The top half of the mould is called the ''cope''.
FORM USED IN CASTING TO REPLICATE A SHAPE
Pattern (foundry); Pattern-maker; Patternmaker (engineering)
In casting, a pattern is a replica of the object to be cast, used to prepare the cavity into which molten material will be poured during the casting process.
Pattern (sewing)         
  • Digital home sewing pattern
  • Marker-making by computer
  • Student tracing pattern onto fabric
  • Fitting a nettle/canvas-fabric on a [[dress form]]
  • Storage of patterns
  • Students cutting patterns in a sewing class
TEMPLATE FROM WHICH THE PARTS OF A GARMENT ARE TRACED ONTO FABRIC BEFORE BEING CUT OUT
Pattern making book; Pattern-making book; Patternmaking book; Sewing pattern; Dress pattern; Dress-maker's pattern; Pattern cutting; Pattern drafting; Pattern making
In sewing and fashion design, a pattern is the template from which the parts of a garment are traced onto woven or knitted fabrics before being cut out and assembled. Patterns are usually made of paper, and are sometimes made of sturdier materials like paperboard or cardboard if they need to be more robust to withstand repeated use.
Impact investing         
INVESTING IN ENTERPRISES AIMING AT CREATING SOCIAL/ENVIRONMENTAL IMPACT ALONGSIDE PROFIT
Impact Investing; Impact investment; Social impact investment; Draft:Real Estate Impact Investing
Impact investing refers to investments "made into companies, organizations, and funds with the intention to generate a measurable, beneficial social or environmental impact alongside a financial return". At its core, impact investing is about an alignment of an investor's beliefs and values with the allocation of capital to address social and/or environmental issues.

Βικιπαίδεια

Command pattern

In object-oriented programming, the command pattern is a behavioral design pattern in which an object is used to encapsulate all information needed to perform an action or trigger an event at a later time. This information includes the method name, the object that owns the method and values for the method parameters.

Four terms always associated with the command pattern are command, receiver, invoker and client. A command object knows about receiver and invokes a method of the receiver. Values for parameters of the receiver method are stored in the command. The receiver object to execute these methods is also stored in the command object by aggregation. The receiver then does the work when the execute() method in command is called. An invoker object knows how to execute a command, and optionally does bookkeeping about the command execution. The invoker does not know anything about a concrete command, it knows only about the command interface. Invoker object(s), command objects and receiver objects are held by a client object, the client decides which receiver objects it assigns to the command objects, and which commands it assigns to the invoker. The client decides which commands to execute at which points. To execute a command, it passes the command object to the invoker object.

Using command objects makes it easier to construct general components that need to delegate, sequence or execute method calls at a time of their choosing without the need to know the class of the method or the method parameters. Using an invoker object allows bookkeeping about command executions to be conveniently performed, as well as implementing different modes for commands, which are managed by the invoker object, without the need for the client to be aware of the existence of bookkeeping or modes.

The central ideas of this design pattern closely mirror the semantics of first-class functions and higher-order functions in functional programming languages. Specifically, the invoker object is a higher-order function of which the command object is a first-class argument.