Design patterns is used in software to solve common problem. They can be grouped into 3 category (Creational patterns, Structural patterns, and Behavioral patterns)
You can find some information about design patterns here
Creational Patterns
- Abstract Factory (87)
- Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
- Builder (97)
- Separate the construction of a complex object from its representation so that the same construction process can create different representations.
- Factory Method (107)
- Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.
- Prototype (117)
- Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.
- Singleton (127)
- Ensure a class only has one instance, and provide a global point of access to it.
- Discussion of Creational Patterns
Structural Patterns
- Adapter (139)
- Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn’t otherwise because of incompatible interfaces.
- Bridge (151)
- Decouple an abstraction from its implementation so that the two can vary independently.
- Composite (163)
- Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
- Decorator (175)
- Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.
- Facade (185)
- Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.
- Flyweight (195)
- Use sharing to support large numbers of fine-grained objects efficiently.
- Proxy (207)
- Provide a surrogate or placeholder for another object to control access to it.
- Discussion of Structural Patterns
Behavioral Patterns
- Chain of Responsibility (223)
- Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.
- Command (233)
- Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
- Interpreter (243)
- Given a language, define a represention for its grammar along with an interpreter that uses the representation to interpret sentences in the language.
- Iterator (257)
- Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
- Mediator (273)
- Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.
- Memento (283)
- Without violating encapsulation, capture and externalize an object’s internal state so that the object can be restored to this state later.
- Observer (293)
- Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
- State (305)
- Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
- Strategy (315)
- Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.
- Template Method (325)
- Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm’s structure.
- Visitor (331)
Creational Patterns
- Abstract Factory (87)
- Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
- Builder (97)
- Separate the construction of a complex object from its representation so that the same construction process can create different representations.
- Factory Method (107)
- Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.
- Prototype (117)
- Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.
- Singleton (127)
- Ensure a class only has one instance, and provide a global point of access to it.
- Discussion of Creational Patterns
Structural Patterns
- Adapter (139)
- Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn’t otherwise because of incompatible interfaces.
- Bridge (151)
- Decouple an abstraction from its implementation so that the two can vary independently.
- Composite (163)
- Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
- Decorator (175)
- Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.
- Facade (185)
- Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.
- Flyweight (195)
- Use sharing to support large numbers of fine-grained objects efficiently.
- Proxy (207)
- Provide a surrogate or placeholder for another object to control access to it.
- Discussion of Structural Patterns
Behavioral Patterns
- Chain of Responsibility (223)
- Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.
- Command (233)
- Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
- Interpreter (243)
- Given a language, define a represention for its grammar along with an interpreter that uses the representation to interpret sentences in the language.
- Iterator (257)
- Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
- Mediator (273)
- Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.
- Memento (283)
- Without violating encapsulation, capture and externalize an object’s internal state so that the object can be restored to this state later.
- Observer (293)
- Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
- State (305)
- Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
- Strategy (315)
- Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.
- Template Method (325)
- Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm’s structure.
- Visitor (331)
- Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.
Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.


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