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Categorizing Design PatternModeling/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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