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Design Patterns by Mind Map: Design Patterns
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Design Patterns

Categories

Creational

Structural

Behavioral

Creational

Abstract Factory

Provide an interface for creating families of related or dependent objects without specifying their concrete classes.

Factory Method

Provide an interface for creating families of related or dependent objects without specifying their concrete classes.  

Builder

Separate the construction of a complex object from its representation so that the same construction process can create different representations.

Lazy Initialization

Tactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed.

Object Pool

Avoid expensive acquisition and release of resources by recycling objects that are no longer in use

Prototype

Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.

Singleton

Ensure a class only has one instance, and provide a global point of access to it.

Utility

A class with a private constructor that contains only static methods.

Structural

Adapter

Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces.

Bridge

Decouple an abstraction from its implementation so that the two can vary independently.

Composite

Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.

Decorator

Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.

Facade

Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.

Flyweight

Use sharing to support large numbers of fine-grained objects efficiently.

Proxy

Provide a surrogate or placeholder for another object to control access to it.

Behavioral

Chain Of Responsibility

Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.

Command

Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.

Interpreter

Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.

Iterator

Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.

Mediator

Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.

Memento

Without violating encapsulation, capture and externalize an object's internal state so that the object can be restored to this state later.

Observer

Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.

State

Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.

Strategy

Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.

Specification

Recombinable Business logic in a boolean fashion

Template Method

Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.

Visitor

Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.

Null Object

Sentinel

The SentinelPattern occurs when a unique value, outside the set of "domain" values, is used to communicate information to and/or from a function or subsystem.