Mihir Solanki

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Design Patterns

Design patterns are recurring solutions to software design problems you find again and again in real-world application development. Patterns are about design and interaction of objects, as well as providing a communication platform concerning elegant, reusable solutions to commonly encountered programming challenges.

The Gang of Four (GoF) patterns are generally considered the foundation for all other patterns. They are categorized in three groups: Creational, Structural, and Behavioral.

Creational Patterns
Creational class patterns defer some part of object creation to subclasses, while Creational object patterns defer to another object.

  • Abstract Factory – Creates an instance of several families of classes
  • Builder – Separates object construction from its representation
  • Factory Method – Creates an instance of several derived classes
  • Prototype – A fully initialised instance to be copied or cloned
  • Singleton – A class of which only a single instance can exist

Structural Patterns
The Structural class patterns use inheritance to compose classes, while the Structural object patterns describe ways to assemble objects.

  • Adapter – Match interfaces of different classes
  • Bridge – Separates an object’s interface from its implementation
  • Composite – A tree structure of simple and composite objects
  • Decorator – Add responsibilities to objects dynamically
  • Façade – A single class that represents an entire subsystem
  • Flyweight – A fine-grained instance used for efficient sharing
  • Proxy – An object representing another object

Behavioural Patterns
The Behavioural class patterns use inheritance to describe algorithms and flow of control, whereas the Behavioural object patterns describe how a group of objects co-operate to perform a task that no single object can carry out alone.

  • Chain of Responsibility – A way of passing a request between a chain of objects
  • Command – Encapsulate a command request as an object
  • Interpreter – A way to include language elements in a program
  • Iterator – Sequentially access the elements of a collection
  • Mediator – Defines simplified communication between classes
  • Memento – Capture and restore an object’s internal state
  • Observer – A way of notifying change to a number of classes
  • State – Alter an object’s behaviour when its state changes

posted on Wednesday, October 19, 2005 6:03 AM by mihirsolanki





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