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Design-patterns

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  • What is Design Pattern? Design patterns are typical solutions to commonly occurring problems in software design. They are like pre-made blueprints that you can customize to solve a recurring design problem in your code

The Catalog of Design Patterns

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  • Creational patterns: These patterns provide various object creation mechanisms, which increase flexibility and reuse of existing code

  • Structural patterns These patterns explain how to assemble objects and classes into larger structures while keeping these structures flexible and efficient.

  • Behavioral patterns These patterns are concerned with algorithms and the assignment of responsibilities between objects.

Creational patterns

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1- Factory pattern - is a creational design pattern that provides an interface for creating objects in a superclass, but allows subclasses to alter the type of objects that will be created.

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2- Abstract Factory - is a creational design pattern that lets you produce families of related objects without specifying their concrete classes.

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3- Singleton - is a creational design pattern that lets you ensure that a class has only one instance, while providing a global access point to this instance.

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4- Builder - is a creational design pattern that lets you construct complex objects step by step. The pattern allows you to produce different types and representations of an object using the same construction code.

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5- Prototype - is a creational design pattern that lets you copy existing objects without making your code dependent on their classes.

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Structural Patterns

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1- Decorator - is a structural design pattern that lets you attach new behaviors to objects by placing these objects inside special wrapper objects that contain the behaviors.

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2- Proxy - is a structural design pattern that lets you provide a substitute or placeholder for another object. A proxy controls access to the original object, allowing you to perform something either before or after the request gets through to the original object.

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3- Adapter - is a structural design pattern that allows objects with incompatible interfaces to collaborate.

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4- Composite - is a structural design pattern that lets you compose objects into tree structures and then work with these structures as if they were individual objects.

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5- Bridge - is a structural design pattern that lets you split a large class or a set of closely related classes into two separate hierarchies—abstraction and implementation—which can be developed independently of each other.

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Behavioral Patterns

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1- Observer - is a behavioral design pattern that lets you define a subscription mechanism to notify multiple objects about any events that happen to the object they’re observing..

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2- Visitor - is a behavioral design pattern that lets you separate algorithms from the objects on which they operate.

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3- Iterator - is a behavioral design pattern that lets you traverse elements of a collection without exposing its underlying representation (list, stack, tree, etc.)

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4- Strategy - is a behavioral design pattern that lets you define a family of algorithms, put each of them into a separate class, and make their objects interchangeable.

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5- Chain of Responsibility - is a behavioral design pattern that lets you pass requests along a chain of handlers. Upon receiving a request, each handler decides either to process the request or to pass it to the next handler in the chain.

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