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design patterns for various languages

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Design Patterns

  • Design patterns are defined abstractions of relationships, processes, workflows etc.
  • Data ( properties etc. ) are static information to be stored ( created ), got, changed or removed.
  • Actions ( methods etc. ) are processes of data manipulations in certain context with specific parameters.
  • class is a means of data and action informations encapsulation, providing certain name spaces or contexts in execution.

Creational patterns

abstract factory

Creates an instance of several families of classes

  • Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
  • A hierarchy that encapsulates: many possible "platforms", and the construction of a suite of "products".
  • The new operator considered harmful.

builder

Separates object construction from its representation

  • Separate the construction of a complex object from its representation so that the same construction process can create different representations.
  • Parse a complex representation, create one of several targets.

factory

Creates an instance of several derived classes

  • Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.
  • Defining a "virtual" constructor.
  • The new operator considered harmful.

prototype

A fully initialized instance to be copied or cloned

  • Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.
  • Co-opt one instance of a class for use as a breeder of all future instances.
  • The new operator considered harmful.

singleton

A class of which only a single instance can exist

  • Ensure a class has only one instance, and provide a global point of access to it.
  • Encapsulated "just-in-time initialization" or "initialization on first use".

Structural patterns

adapter

Match interfaces of different classes

  • Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces.
  • Wrap an existing class with a new interface.
  • Impedance match an old component to a new system

bridge

Separates an object's interface from its implementation

  • Decouple an abstraction from its implementation so that the two can vary independently.
  • Publish interface in an inheritance hierarchy, and bury implementation in its own inheritance hierarchy.
  • Beyond encapsulation, to insulation

composite

A tree structure of simple and composite objects

  • Compose objects into tree structures to represent whole-part hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
  • Recursive composition
  • "Directories contain entries, each of which could be a directory."
  • 1-to-many "has a" up the "is a" hierarchy

decorator

Add responsibilities to objects dynamically

  • Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.
  • Client-specified embellishment of a core object by recursively wrapping it.
  • Wrapping a gift, putting it in a box, and wrapping the box.

facade

A single class that represents an entire subsystem

  • 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.
  • Wrap a complicated subsystem with a simpler interface.

flyweight

A fine-grained instance used for efficient sharing

  • Use sharing to support large numbers of fine-grained objects efficiently.
  • The Motif GUI strategy of replacing heavy-weight widgets with light-weight gadgets.

proxy

An object representing another object

  • Provide a surrogate or placeholder for another object to control access to it.
  • Use an extra level of indirection to support distributed, controlled, or intelligent access.
  • Add a wrapper and delegation to protect the real component from undue complexity.

Behavioral patterns

chain of responsibility

A way of passing a request between a chain of objects

  • 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.
  • Launch-and-leave requests with a single processing pipeline that contains many possible handlers.
  • An object-oriented linked list with recursive traversal.

command

Encapsulate a command request as an object

  • Encapsulate a request as an object, thereby letting you parametrize clients with different requests, queue or log requests, and support undoable operations.
  • Promote "invocation of a method on an object" to full object status
  • An object-oriented callback

interpreter

A way to include language elements in a program

  • Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.
  • Map a domain to a language, the language to a grammar, and the grammar to a hierarchical object-oriented design.

iterator

Sequentially access the elements of a collection

  • Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
  • The C++ and Java standard library abstraction that makes it possible to decouple collection classes and algorithms.
  • Promote to "full object status" the traversal of a collection.
  • Polymorphic traversal

mediator

Defines simplified communication between classes

  • 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.
  • Design an intermediary to decouple many peers.
  • Promote the many-to-many relationships between interacting peers to "full object status".

memento

Capture and restore an object's internal state

  • Without violating encapsulation, capture and externalize an object's internal state so that the object can be returned to this state later.
  • A magic cookie that encapsulates a "check point" capability.
  • Promote undo or rollback to full object status.

observer

A way of notifying change to a number of classes

  • Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
  • Encapsulate the core (or common or engine) components in a Subject abstraction, and the variable (or optional or user interface) components in an Observer hierarchy.
  • The "View" part of Model-View-Controller.

state

Alter an object's behavior when its state changes

  • Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
  • An object-oriented state machine
  • wrapper + polymorphic wrappee + collaboration

strategy

Encapsulates an algorithm inside a class

  • Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from the clients that use it.
  • Capture the abstraction in an interface, bury implementation details in derived classes.

template method

Defer the exact steps of an algorithm to a subclass

  • Define the skeleton of an algorithm in an operation, deferring some steps to client subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.
  • Base class declares algorithm 'placeholders', and derived classes implement the placeholders.

visitor

Defines a new operation to a class without change

  • 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.
  • The classic technique for recovering lost type information.
  • Do the right thing based on the type of two objects.
  • Double dispatch

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design patterns for various languages


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