Types Of Design Patterns

Types of Design Patterns

Design patterns are reusable solutions to commonly occurring problems in software design. They provide a way to share best practices and improve the quality and maintainability of code.

Creational Patterns

  • Factory Method: Defines an interface for creating an object, but lets subclasses decide which class to instantiate.
  • Abstract Factory: Provides an interface for creating families of related objects without specifying their concrete classes.
  • Singleton: Ensures that only one instance of a class is created.
  • Builder: Separates the construction of a complex object from its representation, allowing for different representations to be built from the same construction process.
  • Prototype: Creates new objects by copying an existing object.

Structural Patterns

  • Adapter: Converts the interface of a class into another interface clients expect.
  • Bridge: Decouples an abstraction from its implementation, allowing them to be changed independently.
  • Composite: Composes objects into tree structures to represent part-whole hierarchies.
  • Decorator: Attaches additional responsibilities to an object dynamically without changing its structure.
  • Facade: Provides a unified interface to a set of subroutines.
  • Flyweight: Reduces the number of objects in a program by sharing common objects.
  • Proxy: Provides a surrogate or placeholder for another object to control access to it.

Behavioral Patterns

  • Chain of Responsibility: Passes requests along a chain of objects to give multiple objects the opportunity to handle it.
  • Command: Encapsulates a request as an object, allowing clients to parameterize, queue, and undo requests.
  • Interpreter: Defines a grammar for interpreting a language and provides an interpreter to execute the grammar.
  • Iterator: Provides a way to access the elements of an object sequentially without exposing the underlying representation.
  • Mediator: Defines an object that encapsulates how a set of objects interact.
  • 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 a method, deferring some steps to subclasses.
  • Visitor: Allows an operation to be performed on the elements of an object structure without changing the structure itself.

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