Categorizing Design Pattern
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