Design Patterns

There are three basic classification of patterns Creational, Structural, Behavioral patterns.


Creational Patterns
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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
Prototype:- A fully initialized instance to be copied or cloned
Singleton:- A class in which only a single instance can exist

Structural Patterns
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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.
Façade:-A single class that represents an entire subsystem.
Flyweight:-A fine-grained instance used for efficient sharing.
Proxy:-An object representing another object.

Behavioral Patterns
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Mediator:-Defines simplified communication between classes.
Memento:-Capture and restore an object's internal state.
Interpreter:-A way to include language elements in a program.
Iterator:-Sequentially access the elements of a collection.
Chain of Resp:-A way of passing a request between a chain of objects.
Command:-Encapsulate a command request as an object.
State:-Alter an object's behavior when its state changes.
Strategy:-Encapsulates an algorithm inside a class.
Observer:-A way of notifying change to a number of classes.
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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