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Sunday, February 14, 2010

GoF Design Patterns

From the now-classic book Design Patterns: Elements of Reusable Object-Oriented SoftwareDesign Patterns: Elements of Reusable Object-Oriented Software.

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