The document discusses the Gang of Four design patterns which are divided into three categories - Creational, Structural, and Behavioral patterns. It lists the different patterns under each category and provides a brief description of each pattern.
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Gang of Four Design Patterns
The document discusses the Gang of Four design patterns which are divided into three categories - Creational, Structural, and Behavioral patterns. It lists the different patterns under each category and provides a brief description of each pattern.
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Gang of Four Design Patterns
Creational Design Patterns
o Abstract Factory . Allows the creation of objects without specifying their concrete type. o Builder. Uses to create complex objects. o Factory Method . Creates objects without specifying the exact class to create. o Prototype. Creates a new object from an existing object. o Singleton. Ensures only one instance of an object is created.
Structural Design Patterns
o Adapter. Allows for two incompatible classes to work together by wrapping an interface around one of the existing classes. o Bridge. Decouples an abstraction so two classes can vary independently. o Composite. Takes a group of objects into a single object. o Decorator. Allows for an object’s behavior to be extended dynamically at run time. o Facade. Provides a simple interface to a more complex underlying object. o Flyweight. Reduces the cost of complex object models. o Proxy. Provides a placeholder interface to an underlying object to control access, reduce cost, or reduce complexity.
Behavior Design Patterns
o Chain of Responsibility . Delegates commands to a chain of processing objects. o Command. Creates objects which encapsulate actions and parameters. o Interpreter. Implements a specialized language. o Iterator. Accesses the elements of an object sequentially without exposing its underlying representation. o Mediator. Allows loose coupling between classes by being the only class that has detailed knowledge of their methods. o Memento. Provides the ability to restore an object to its previous state. o Observer. Is a publish/subscribe pattern which allows a number of observer objects to see an event. o State. Allows an object to alter its behavior when its internal state changes. o Strategy. Allows one of a family of algorithms to be selected on-the-fly at run- time. o Template Method . Defines the skeleton of an algorithm as an abstract class, allowing its sub-classes to provide concrete behavior. o Visitor. Separates an algorithm from an object structure by moving the hierarchy of methods into one object.
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