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Gang-of-four design patterns
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The design patterns listed on this page are those contained in the book Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides, together referred to as the 'Gang of Four'.
Creational Patterns
- Abstract Factory
- Creates an instance of several families of classes. Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
- Builder
- Separates object construction from its representation. Separate the construction of a complex object from its representation so that the same construction processes can create different representations.
- Factory Method
- Creates an instance of several derived classes. 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
- A fully initialized instance to be copied or cloned. Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.
- Singleton
- A class of which only a single instance can exist. Ensure a class only has one instance, and provide a global point of access to it.
Structural Patterns
- Adapter
- Match interfaces of different classes. 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
- Separates an object’s interface from its implementation. Decouple an abstraction from its implementation so that the two can vary independently.
- Composite
- A tree structure of simple and composite objects. Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
- Decorator
- Add responsibilities to objects dynamically. Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.
- Facade
- A single class that represents an entire subsystem. Provide a unified interface to a set of interfaces in a system. Facade defines a higher-level interface that makes the subsystem easier to use.
- Flyweight
- A fine-grained instance used for efficient sharing. Use sharing to support large numbers of fine-grained objects efficiently. A flyweight is a shared object that can be used in multiple contexts simultaneously. The flyweight acts as an independent object in each context — it’s indistinguishable from an instance of the object that’s not shared.
- Proxy
- An object representing another object. Provide a surrogate or placeholder for another object to control access to it.
Behavioral Patterns
- Chain of Responsibility
- A way of passing a request between a chain of objects. 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
- Encapsulate a command request as an object. Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
- Interpreter
- A way to include language elements in a program. Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.
- Iterator
- Sequentially access the elements of a collection. Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
- Mediator
- Defines simplified communication between classes. 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
- Capture and restore an object's internal state. Without violating encapsulation, capture and externalize an object’s internal state so that the object can be restored to this state later.
- Observer
- A way of notifying change to a number of classes. Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
- State
- Alter an object's behavior when its state changes. Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
- Strategy
- Encapsulates an algorithm inside a class. Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.
- Template
- Defer the exact steps of an algorithm to a subclass. 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
- Defines a new operation to a class without change. 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.