Design Patterns are typical solutions to common problems in software design. Each pattern is like a blueprint that you can customize to solve a particular design problem in your code.
Total of 23 design patterns are present. Grouping of Design Patterns:
Name | Description | Image | Code |
---|---|---|---|
Chain of Responsibility | Avoids coupling the sender of a request to its receiver by giving multiple objects a chance to handle the request. | ||
Command | Encapsulates a request as an object, thereby allowing for parameterization of clients with different requests, queueing of requests, and un-doable operations. | ||
Interpreter | Defines a representation for a grammar along with an interpreter that uses the representation to interpret sentences in the language. | ||
Iterator | Provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation. | ||
Mediator | Defines an object that encapsulates how a set of objects interact. | ||
Memento | Without violating encapsulation, captures and externalizes an object's internal state so that the object can be restored to this state later. | ||
Observer | Defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. | ||
State | Allows an object to alter its behavior when its internal state changes. | ||
Strategy | Defines a family of algorithms, encapsulates each one, and makes them interchangeable. | ||
Template Method | Defines the skeleton of an algorithm in an operation, deferring some steps to subclasses. | ||
Visitor | Represents an operation to be performed on the elements of an object structure. |
Name | Description | Image | Code |
---|---|---|---|
Adapter | Converts the interface of a class into another interface clients expect. | ||
Bridge | Separates an abstraction from its implementation so that the two can vary independently. | ||
Composite | Composes objects into tree structures to represent part-whole hierarchies. | ||
Decorator | Dynamically adds responsibilities to an object. | ||
Facade | Provides a simplified interface to a complex system of classes. | ||
Flyweight | Uses sharing to support a large number of fine-grained objects efficiently. | ||
Proxy | Provides a surrogate or placeholder for another object to control access to it. |
Name | Description | Image | Code |
---|---|---|---|
Singleton | Ensures a class has only one instance and provides a global point of access to it. | Code | |
Factory Method | Defines an interface for creating objects, but lets subclasses decide which class to instantiate. | Code | |
Abstract Factory | Provides an interface for creating families of related or dependent objects without specifying their concrete classes. | Code | |
Builder | Separates the construction of a complex object from its representation. | Code | |
Prototype | Specifies the kind of objects to create using a prototypical instance and creates new objects by cloning this prototype. | Code |