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DesignPatterns

Design patterns are solutions to recurring problems

Types of Design Patterns

Creational Patterns

  • Deal with the creation (construction) of objects
  • Explicit (constructor) vs. implicit (DI, reflection, etc.)
  • Wholesale (single statment) vs. piecewise (step-by-step)

Factory Method

Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.

Abstract Factory

Provide an interface for creating families of related or dependent objects without specifying their concrete classes.

Builder

Separate the construction of a complex object from its representation so that the same construction process can create different representations.

Prototype

Specify the kind of objects to create using a prototypical instance, and create new objects by copying this prototype.

Singleton

Ensure a class has only one instance and provide a global point of access to it.

Structural Patterns

  • Concerned with the structure (e.g., class members)
  • Many patterns are wrappers that mimic the underlyiing class' interface
  • Stress the importance of good API design

Composite

Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.

Adapter

Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces.

Decorator

Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.

Facade

Provide a unified interface to a set of interfaces in a subsystem. Façade defines a higher-level interface that makes the subsystem easier to use.

Bridge

Decouple an abstraction from its implementation so that the two can vary independently.

Flyweight

Use sharing to support large numbers of fine-grained objects efficiently.

Proxy

Provide a surrogate or placeholder for another object to control access to it.

Behavioral Patterns

  • They are all different; no central theme

Memento

Memento is a behavioral design pattern that lets you save and restore the previous state of an object without revealing the details of its implementation.

State

Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.

Iterator

Iterator is a behavioral design pattern that lets you traverse elements of a collection without exposing its underlying representation (list, stack, tree, etc.).

Strategy

Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.

Template Method

Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.

Command

Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.

Observer

Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.

Mediator

Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.

Chain of Responsibility

Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.

Visitor

Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.