A design pattern is a general solution to a problem that occurs frequently within a given context in the software project. A design pattern is not a finished project that can be directly transformed into source or machine code, it is a description or template (template) of how to solve a problem that can be used in many different situations. Standards are formalized best practices that the programmer can use to solve common problems when designing an application or system. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the classes or objects of the final application that are involved. Patterns that imply object orientation or a more general mutable state are not as applicable in functional programming languages.
Repository created for solving the exercises in the book and also understanding the specific standards.
The language that I used to solve the problems was Delphi, because with it I could use all the potence of Object Oriented Probramation (OOP) that it offers.
- Strategy - ๐
- Observer - ๐ญ
- Decorator - ๐๏ธ
- Factory - ๐ญ
- Singleton - ๐
- Command - ๐ป
- Adapter - ๐
- Template Method - ๐
- Iterator and Composite - โป๏ธ
- Proxy - ๐
- Bridge - ๐
Create with โฅ by Me