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In software engineering, a design pattern is a general repeatable solution to a commonly occurring problem in software design.
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A design pattern isn't a finished design that can be transformed directly into code.
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It is a description or template for how to solve a problem that can be used in many different situations.
In software engineering, creational design patterns are design patterns that deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. The basic form of object creation could result in design problems or added complexity to the design.
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Creational design patterns solve this problem by somehow controlling this object creation.
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Creational design patterns are composed of two dominant ideas.
- One is encapsulating knowledge about which concrete classes the system use.
- Another is hiding how instances of these concrete classes are created and combined.
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Creational design patterns are further categorized into Object-creational patterns and Class-creational patterns
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where Object-creational patterns deal with Object creation and Class-creational patterns deal with Class-instantiation.
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In greater details, Object-creational patterns defer part of its object creation to another object, while Class-creational patterns defer its objection creation to subclasses.
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Five well-known design patterns that are parts of creational patterns are listed as follows:
index | Type | Pattern Name | Usage |
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1 | Creational | The Factory Pattern | which allows a class to defer instantiation to subclasses. |
2 | Creational | The Singleton Pattern | which ensures that a class only has one instance, and provides a global point of access to it. |
3 | Creational | The Prototype Pattern | which specifies the kind of object to create using a prototypical instance, and creates new objects by cloning this prototype. |
4 | Creational | The Builder Pattern | which separates the construction of a complex object from its representation so that the same construction process can create different representation |
5 | Creational | The Abstract Factory Pattern | which provides an interface for creating related or dependent objects without specifying the objects' concrete classes. |
index | Type | Pattern Name | Usage |
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6 | Structural | The Proxy Pattern | |
7 | Structural | The Decorator Pattern | |
8 | Structural | The Adapter Pattern | |
9 | Structural | The Facade Pattern | |
10 | Structural | The Flyweight Pattern | |
11 | Structural | The Composite Pattern | |
12 | Structural | The Bridge Pattern |
In software engineering, behavioral design patterns are design patterns that identify common communication patterns between objects and realize these patterns.
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By doing so, these patterns increase flexibility in carrying out this communication.
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Behavioral patterns influence how state and behavior flow through a system.
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By optimizing how state and behavior are transferred and modified, you can simplify, optimize, and increase the maintainabilty of an application.
index | Type | Pattern Name | Usage |
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13 | Behavioral | The Visitor Pattern | A way to separate an algorithm from an object |
14 | Behavioral | The Observer Pattern | also known as Publish/Subscribe or Event Listener. Objects register to observe an event that may be raised by another object |
15 | Behavioral | The Pub-Sub Pattern | also known as observer or Event Listener. Objects register to observe an event that may be raised by another object |
16 | Behavioral | The Strategy (Policy) Pattern | Algorithms can be selected on the fly |
17 | Behavioral | The Template method Pattern | Describes the program skeleton of a program |
18 | Behavioral | The Command Pattern | Command objects encapsulate an action and its parameters |
19 | Behavioral | The Iterator Pattern | Iterators are used to access the elements of an aggregate object sequentially without exposing its underlying representation |
20 | Behavioral | The Memento Pattern | Provides the ability to restore an object to its previous state (rollback) |
21 | Behavioral | The State Pattern | A clean way for an object to partially change its type at runtime |
23 | Behavioral | The Mediator Pattern | Provides a unified interface to a set of interfaces in a subsystem |
24 | Behavioral | The Chain of Responsibility)Pattern | Command objects are handled or passed on to other objects by logic-containing processing objects |
25 | Behavioral | The interpreter Pattern | Implement a specialized computer language to rapidly solve a specific set of problems |
index | Type | Pattern Name | Usage |
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26 | Creational | The Simple factory Pattern | |
27 | Creational | The Null object Pattern | |
28 | Architectural | The MVC Model-View-Controller Pattern | |
29 | Architectural | The MVVM Model-View View-Model Pattern | |
30 | Architectural | The MVP Model-View-Presenter Pattern | |
31 | Data Management & Architectural | The CQRS Command Query Responsibiity Segregation Pattern | |
32 | Data Management | The Cache-Aside Pattern | |
33 | Data Management | The Event Sourcing Pattern | |
34 | Data Management | The Index Table Pattern | |
35 | Data Management | The Meteralized View Pattern | |
35 | Data Management | The Sharding Pattern |