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software-design-patterns

Creational

Create objects, rather than having to instantiate objects directly. This gives the program more flexibility in deciding which objects need to be created for a given case.

Abstract factory

  • Groups object factories that have a common theme.

Builder

  • Constructs complex objects by separating construction and representation.

Factory method

  • Creates objects without specifying the exact class to create.

Prototype

  • Creates objects by cloning an existing object.

Singleton

  • Restricts object creation for a class to only one instance.

Structural

Concern class and object composition. They use inheritance to compose interfaces and define ways to compose objects to obtain new functionality.

Adapter

  • Allows classes with incompatible interfaces to work together by wrapping its own interface around that of an already existing class.

Bridge

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

Composite

  • Composes zero-or-more similar objects so that they can be manipulated as one object.

Decorator

  • Dynamically adds/overrides behavior in an existing method of an object.

Facade

  • Provides a simplified interface to a large body of code.

Flyweight

  • Reduces the cost of creating and manipulating a large number of similar objects.

Proxy

  • Provides a placeholder for another object to control access, reduce cost, and reduce complexity.

Behavioral

Specifically concerned with communication between objects.

Chain of responsibility

  • Delegates commands to a chain of processing objects.

Command

  • Creates objects that encapsulate actions and parameters.

Interpreter

  • Implements a specialized language.

Iterator

  • Accesses the elements of an object sequentially without exposing its underlying representation.

Mediator

  • Allows loose coupling between classes by being the only class that has detailed knowledge of their methods.

Memento

  • Provides the ability to restore an object to its previous state (undo).

Observer

  • Is a publish/subscribe pattern, which allows a number of observer objects to see an event.

State

  • Allows an object to alter its behavior when its internal state changes.

Strategy

  • Allows one of a family of algorithms to be selected on-the-fly at runtime.

Template method

  • Defines the skeleton of an algorithm as an abstract class, allowing its subclasses to provide concrete behavior.

Visitor

  • Separates an algorithm from an object structure by moving the hierarchy of methods into one object.

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