Christopher
Alexander says, "Each pattern describes a problem which occurs over and over
again in our environment, and then describes the core of the solution to that problem,
in such a way that you can use this solution a million times over, without ever
doing it the same way twice". Even though Alexander was talking
about patterns in buildings and towns, what he says is true about
object-oriented design patterns. Our solutions are expressed in terms of
objects and interfaces instead of walls and doors, but at the core of both kinds
of patterns is a solution to a problem in a context.
Design
patterns vary in their granularity and level of abstraction. Because there are
many design patterns, we need a way to organize them. Patterns can have either Creation, Structural,
or Behavioral purpose.
Scope
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Purpose
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Creational
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Structural
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Behavioral
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Class
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Factory Method
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Adapter
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Interpreter
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Template Method
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Object
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Abstract Factory
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Adapter
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Chain of Responsibility
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Builder
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Bridge
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Command
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Prototype
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Composite
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Iterator
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Singleton
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Decorator
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Mediator
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Façade
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Memento
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Flyweight
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Observer
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Proxy
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State
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Strategy
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Visitor
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Design pattern space
A) Creational Pattern
Creational
design patterns abstract the instantiation process. They help make a system
independent of how its objects are created, composed and represented.
1) Abstract Factory
Provide an interface for creating
families of related or dependent objects without specifying their concrete
classes.
2) Builder
Separate
the construction of a complex object from its representation so that the same
construction process can create different representations.
3) Factory Method
Define an interface for creating an
object, but let subclasses decide which class to instantiate. Factory Method
lets a class defer instantiation to subclasses.
4) Prototype
Specify the kinds of objects to create
using a prototypical instance, and create new objects by copying this
prototype.
5) Singleton
Ensure a class only has one instance,
and provide a global point of access to it.
B) Structural Pattern
Structural
patterns are concerned with how classes and objects are composed to form larger
structures.Structural class patterns use inheritance to compose interfaces or
implementations.
1) Adapter
Aka: Wrapper
Convert the interface of a class into
another interface clients expect. Adapter lets classes work together that
couldn't otherwise because of incompatible interfaces.
2) Bridge
Aka: Handle/Body
Decouple an abstraction from its implementation so that the
two can vary independently.
3) Composite
Compose objects into tree structures to represent
part-whole hierarchies. Composite lets clients treat individual objects and
compositions of objects uniformly.
4) Decorator
Attach additional responsibilities to an
object dynamically. Decorators provide a flexible alternative to subclassing
for extending functionality.
5) Façade
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.
6) Flyweight
Use sharing to support large numbers of fine-grained
objects efficiently.
7) Proxy
Provide a surrogate or placeholder for another object to
control access to it.
Note : Composite versus Decorator versus Proxy
Composite and Decorator have similar
structure diagrams, reflecting the fact that both rely on recursive composition
to organize an open-ended number of objects. The similarity ends at recursive
composition, again because of differing intents.
Decorator is designed to let you add
responsibilities to objects without subclassing. It avoids the explosion of
subclasses that can arise from trying to cover every combination of
responsibilities statically. Composite focuses on structuring classes so that
many related objects can be treated uniformly, and multiple objects can be
treated as one.
In the Proxy pattern, the subject
defines the key functionality, and the proxy provides (or refuses) access to
it. In Decorator, the component provides only part of the functionality, and
one or more decorators furnish the rest.
C) Behavioural Patterns
Behavioural patterns are concerned with
algorithms and the assignment of responsibilities between objects. These patterns
characterize complex control flow that's difficult to follow at run-time.
They shift your focus away from flow of
control to let you concentrate just on the way objects are interconnected.
1) Chain of Responsibility
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.
2) Command
Encapsulate a request as an object,
thereby letting you parameterize clients with different requests, queue or log
requests, and support undo-able operations.
Aka: Action, Transaction
3) Interpreter
Given a language, define a representation
for its grammar along with an interpreter that uses the representation to interpret
sentences in the language.
4) Iterator
Provide a way to access the elements of
an aggregate objects equentially without exposing its underlying
representation.
Aka: Cursor
5) Mediator
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.
6) Memento
Without violating encapsulation, capture
and externalize an object's internal state so that the object can be restored
to this state later.
Aka: Token
7) Observer
Define a one-to-many dependency between
objects so that when one object changes state, all its dependents are notified
and updated automatically.
Aka: Dependents, Publish-Subscribe
8) State
Allow an object to alter its behavior when it’s internal state changes. The object will appear to change its class.
9) Strategy
Define a family of algorithms, encapsulate
each one, and make them interchangeable. Strategy lets the algorithm vary
independently from clients that use it.
Aka: Policy
10) Template Method
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.
11) Visitor
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.
Credits : Gang of Four