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Design-Patterns

In software engineering, a design pattern is a general repeatable solution to a commonly occurring problem in software design. A design pattern isn't a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations.

Creational Pattern

These design patterns are all about class instantiation. This pattern can be further divided into class-creation patterns and object-creational patterns. While class-creation patterns use inheritance effectively in the instantiation process, object-creation patterns use delegation effectively to get the job done.

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

Object Pool

    Avoid expensive acquisition and release of resources by recycling objects that are no longer in use

Prototype

    A fully initialized instance to be copied or cloned

Singleton

    A class of which only a single instance can exist

Structural Pattern

These design patterns are all about Class and Object composition. Structural class-creation patterns use inheritance to compose interfaces. Structural object-patterns define ways to compose objects to obtain new functionality.

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

Facade

    A single class that represents an entire subsystem

Flyweight

    A fine-grained instance used for efficient sharing

Private Class Data

    Restricts accessor/mutator access

Proxy

    An object representing another object

Behavioral Pattern

These design patterns are all about Class's objects communication. Behavioral patterns are those patterns that are most specifically concerned with communication between objects.

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

Null Object

    Designed to act as a default value of an object

Observer

    A way of notifying change to a number of classes

State

    Alter an object's behavior when its state changes

Strategy

    Encapsulates an algorithm inside a class

Template method

    Defer the exact steps of an algorithm to a subclass

Visitor

    Defines a new operation to a class without change

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