The short articles about Design Patterns solutions and some examples.
A glossary from the well-known design book, Domain-Driven Terms, rightly states that.
A design pattern names, abstracts, and identifies the key aspects of a common design structure that make it useful for creating a reusable object-oriented design. The design pattern identifies the participating classes and their instances, their roles and collaborations, and the distribution of responsibilities.
Each design pattern focuses on a particular object-oriented design problem or issue. It describes when it applies, whether or not it can be applied in view of other design constraints, and the consequences and trade-offs of its use. Since we must eventually implement our designs, a design pattern also provides sample ... code to illustrate an implementation.
Although design patterns describe object-oriented designs, they are based on practical solutions that have been implemented in mainstream object-oriented programming languages ...
Design patterns can be broken down into a number of different categories. In this section we’ll review three of these categories and briefly mention a few examples of the patterns that fall into these categories before exploring specific ones in more detail.
Creational design patterns focus on handling object creation mechanisms where objects are created in a manner suitable for the situation we're working in. The basic approach to object creation might otherwise lead to added complexity in a project whilst these patterns aim to solve this problem by controlling the creation process.
Some of the patterns that fall under this category are: Constructor, Factory, Abstract, Prototype, Singleton and Builder.
Category | Name | Description |
---|---|---|
Creational | Abstract Factory |
Creates an instance of several families of classes |
Creational | Builder |
Separates object construction from its representation |
Creational | Factory Method |
Creates an instance of several derived classes |
Creational | Prototype |
A fully initialized instance to be copied or cloned |
Creational | Singleton |
A class of which only a single instance can exist |
Structural patterns are concerned with object composition and typically identify simple ways to realize relationships between different objects. They help ensure that when one part of a system changes, the entire structure of the system doesn't need to do the same. They also assist in recasting parts of the system which don't fit a particular purpose into those that do.
Patterns that fall under this category include: Decorator, Facade, Flyweight, Adapter and Proxy.
Category | Name | Description |
---|---|---|
Structural | Adapter |
Match interfaces of different classes |
Structural | Bridge |
Separates an object’s interface from its implementation |
Structural | Composite |
A tree structure of simple and composite objects |
Structural | Decorator |
Add responsibilities to objects dynamically |
Structural | Facade |
A single class that represents an entire subsystem |
Structural | Flyweight |
A fine-grained instance used for efficient sharing |
Structural | Proxy |
An object representing another object |
Behavioral patterns focus on improving or streamlining the communication between disparate objects in a system.
Some behavioral patterns include: Iterator, Mediator, Observer and Visitor.
Category | Name | Description |
---|---|---|
Behavioral | Chain of Resp. |
A way of passing a request between a chain of objects |
Behavioral | Command |
Encapsulate a command request as an object |
Behavioral | Interpreter |
A way to include language elements in a program |
Behavioral | Iterator |
Sequentially access the elements of a collection |
Behavioral | Mediator |
Defines simplified communication between classes |
Behavioral | Memento |
Capture and restore an object's internal state |
Behavioral | Observer |
A way of notifying change to a number of classes |
Behavioral | State |
Alter an object's behavior when its state changes |
Behavioral | Strategy |
Encapsulates an algorithm inside a class |
Behavioral | Template Method |
Defer the exact steps of an algorithm to a subclass |
Behavioral | Visitor |
Defines a new operation to a class without change |