Design Patterns

Design Patterns represent solutions to problems what arise when developing software within a particular context.

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.

Patterns help you learn from other's successes, instead of your own failures.

Three categories of Design Patterns:
  1. Creational Patterns: deal with initializing and configuring classes and objects
  2. Structural Patterns: deal with decoupling the interface and implementation of classes and objects
  3. Behavioral Patterns: deal with dynamic interactions among societies of classes and objects

Creational Patterns:

Abstract Factory: Creates an instance of several families of classes
resource 1
resource 2

Builder: Separates object construction from its representation
resource 1
resource 2

Factory Method: Creates an instance of several derived classes
resource 1
resource 2

Prototype: A fully initialized instance to be copied or cloned
resource 1
resource 2

Singleton: A class of which only a single instance can exist
resource 1
resource 2

Structural Patterns:

Adapter: Match interfaces of different classes
resource 1
resource 2


Bridge: Separates an object’s interface from its implementation
resource 1
resource 2

Composite: A tree structure of simple and composite objects
resource 1
resource 2


Decorator: Add responsibilities to objects dynamically
resource 1
resorce 2

Façade: A single class that represents an entire subsystem
resource 1
resource 2

Flyweight: A fine-grained instance used for efficient sharing
resource 1
resource 2

Proxy: An object representing another object
resource 1
resource 2

Behavioral Patterns:

Chain of Responsibility: A way of passing a request between a chain of objects
resource 1
resource 2

Command: Encapsulate a command request as an object
resource 1
resource 2

Interpreter: A way to include language elements in a program
resource 1
resource 2

Iterator: Sequentially access the elements of a collection
resource 1
resource 2

Mediator: Defines simplified communication between classes
resource 1
resource 2

Memento: Capture and restore an object's internal state
resource 1

Observer: A way of notifying change to a number of classes
resource 1
resource 2

State: Alter an object's behavior when its state changes
resource 1
resource 2

Strategy: Encapsulates an algorithm inside a class
resource 1
resource 2

Template Method: Defer the exact steps of an algorithm to a subclass
resource 1
resource 2

Visitor: Defines a new operation to a class without change
resource 1
resource 2

ref:

Design Patterns by Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides (also known as Gang of Four)

Huston Design Patterns - http://www.vincehuston.org/dp/

Thinking in Patterns with Java, by Bruce Eckel

Thinking in Patterns with C++, by Bruce Eckel