Wednesday, February 16, 2022

Type or Category or Classification of Design Patterns

 Type or Category or Classification of Design Patterns

Creational  Based on the concept of creating an object.
    Class
      Factory MethodThis makes an instance of several derived classes based on interfaced data or events.
    Object
      Abstract FactoryCreates an instance of several families of classes without detailing concrete classes.
      BuilderSeparates object construction from its representation, always creates the same type of object.
      PrototypeA fully initialized instance used for copying or cloning.
      SingletonA class with only a single instance with global access points.
        
  Structural  Based on the idea of building blocks of objects.
    Class
      AdapterMatch interfaces of different classes therefore classes can work together despite incompatible interfaces.
    Object
      AdapterMatch interfaces of different classes therefore classes can work together despite incompatible interfaces.
      BridgeSeparates an object's interface from its implementation so the two can vary independently.
      CompositeA structure of simple and composite objects which makes the total object more than just the sum of its parts.
      DecoratorDynamically add alternate processing to objects.
      FacadeA single class that hides the complexity of an entire subsystem.
      FlyweightA fine-grained instance used for efficient sharing of information that is contained elsewhere.
      ProxyA place holder object representing the true object.
 
  Behavioral  Based on the way objects play and work together.
    Class
      InterpreterA way to include language elements in an application to match the grammar of the intended language.
      Template
       Method
Creates the shell of an algorithm in a method, then defer the exact steps to a subclass.
    Object
      Chain of
      Responsibility
A way of passing a request between a chain of objects to find the object that can handle the request.
      CommandEncapsulate a command request as an object to enable, logging and/or queuing of requests, and provides error-handling for unhandled requests.
      IteratorSequentially access the elements of a collection without knowing the inner workings of the collection.
      MediatorDefines simplified communication between classes to prevent a group of classes from referring explicitly to each other.
      MementoCapture an object's internal state to be able to restore it later.
      ObserverA way of notifying change to a number of classes to ensure consistency between the classes.
      StateAlter an object's behavior when its state changes.
      StrategyEncapsulates an algorithm inside a class separating the selection from the implementation.
      VisitorAdds a new operation to a class without changing the class.

 

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