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  • Categorizing Design Pattern
    Modeling/DesignPattern 2019. 9. 29. 17:32

    1. Overview

    Design patterns are solutions to software design problems you find again and again in real-world application development. Patterns are about reusable designs and interactions of objects. The 23 Gang of Four (GoF) patterns are generally considered the foundation for all other patterns. They are categorized into three groups: Creational, Structural, and Behavioral

    2. Description

    2.1 Creational Pattern

    These design patterns provide ways to create objects while hiding the creation logic, instead of instantiating objects directly using the new operator. This gives the program more flexibility in deciding which objects need to be created for a given use case.

    name Description
    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

    2.2 Structural Pattern

    These design patterns deal with class and object composition. The concept of inheritance is used to compose interfaces and define ways to compose objects to obtain new functionality.

    Name Description
    Adapter Match interfaces of different classes
    Bridge Separate 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

    2.3 Behavioral Pattern

    These design patterns are specifically concerned with communication between objects.

    Name Description
    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
    Mememto Capture an restore an object's internal state
    Observer A way of notifying a change to a number of classes
    State Alter an object's behavior when its state changes
    Strategy Encapsulates an algorithm to a subclass
    Template Method Defer the exact steps of an algorithm to a subclass
    Visitor  Defines a new operation to a class without change

    3. References

    https://www.slideshare.net/ircmaxell/beyond-design-patterns-phpnw14

    https://www.quora.com/What-is-the-difference-between-Creational-Structural-and-Behavioral-Patterns

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