Design Patterns can be explained as recurring solutions to recurring problems in Software architecture. Patterns are all about reusable design and interactions of objects. The 23 Gang Of Four (GOF) patterns are considered as the foundation for all other patterns.
We can classify the Design Patterns as mainly onto
We can classify the Design Patterns as mainly onto
- Creational
- Structural
- Behavioral
Creational Patterns:
Abstract Factory
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Creates an instance of several families of classes
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Builder
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Separates object construction from its representation
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Factory Method
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Creates an instance of several derived classes
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Prototype
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A fully initialized instance to be copied or cloned
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Singleton
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A class of which only a single instance can exist
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Structural Patterns :
Adapter
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Match interfaces of different classes
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Bridge
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Separates an object’s interface from its implementation
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Composite
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A tree structure of simple and composite objects
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Decorator
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Add responsibilities to objects dynamically
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Facade
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A single class that represents an entire subsystem
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Flyweight
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A fine-grained instance used for efficient sharing
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Proxy
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An object representing another object
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Behavioral Pattern :
Chain of Resp
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A way of passing a request between a chain of objects
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Command
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Encapsulate a command request as an object
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Interpreter
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A way to include language elements in a program
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Iterator
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Sequentially access the elements of a collection
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Mediator
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Defines simplified communication between classes
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Memento
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Capture and restore an object's internal state
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Observer
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A way of notifying change to a number of classes
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State
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Alter an object's behavior when its state changes
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Strategy
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Encapsulates an algorithm inside a class
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Template Method
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Defer the exact steps of an algorithm to a subclass
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Visitor
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Defines a new operation to a class without change
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Lets discuss each of these Patterns in my upcoming blogs. All the above definitions are referred from GOF. Keep watching this space...
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