Design Pattern

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A design pattern is a general repeatable solution to a commonly occurring problem in software design. It is a description or template for how to solve a problem that can be used in many different situations.

Creational design patterns

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 design patterns

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 design patterns

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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