Design Patterns

 

 

Creational Patterns

 

Factory Method

 

Define an interface for creating an object, but let subclasses decide which class to instantiate. Returns one of several different subclasses, depending on the data passed in arguments to the creation methods.

 

Abstract Factory

 

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

 

Singleton

 

Singleton pattern is a class of which there may be no more than one instance. It provides a single global point of access to that instance. For ex. Print Spooler.

 

Builder

 

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

 

Prototype

 

Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype. For ex. Java Cloning.

 

 

Structural Patterns

 

Adapter

 

Convert the interface of a class into another interface clients expect.

 

Bridge

 

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

 

Composite

 

Compose objects into tree structures to represent part-whole hierarchies. A composite is a collection of objects, any one of which may be either a composite or primitive object.


 

 

Decorator

 

Attach additional responsibilities to an object dynamically. A flexible alternative to subclassing. Modifies the behavior of individual objects without having to create a derived class.

 

Facade

 

Provide a unified interface for a set of interfaces in a subsystem. It is a way of hiding a complex system inside a simpler interface.

 

Flyweight

 

Use sharing to support large numbers of fine-grained objects efficiently. Each instance does not contain its own state, but stores it externally.

 

Proxy

 

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

 

 

Behavioral Patterns

 

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. Commonly used for parsers and even compilers.

 

Command

 

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

 

Interpreter

 

Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.

 

Iterator

 

Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation. For ex, Enumeration

 

Mediator

 

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


 

 

Memento

 

Without violating encapsulation, capture and externalize an objects internal state so that the object can be restored to this state later.

 

Observer

 

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

 

State

 

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

 

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. For ex. An Abstract Class

 

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.

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