Software Patterns

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Created by:

dado21780  on February 25, 2007

Subjects:

patterns, software, programming, computer

Description:

Software Patterns (http://home.earthlink.net/~huston2/dp/patterns.html)

Classes:

Software Engineering

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Software Patterns

Abstract Factory ( http://home.earthlink.net/~huston2/dp/abstract_factory.html )
Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
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Abstract Factory ( http://home.earthlink.net/~huston2/dp/abstract_factory.html ) Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
Builder ( http://home.earthlink.net/~huston2/dp/builder.html ) Separate the construction of a complex object from its representation so that the same construction process can create different representations.
Factory Method ( http://home.earthlink.net/~huston2/dp/factory_method.html ) Define an interface for creating an object, but let subclasses decide which class to instantiate. It lets a class defer instantiation to subclasses.
Prototype ( http://home.earthlink.net/~huston2/dp/prototype.html ) Specify the kinds of objects to create using a one-for-all instance, and create new objects by copying this instance.
Singleton ( http://home.earthlink.net/~huston2/dp/singleton.html ) Ensure a class has only one instance, and provide a global point of access to it.
Adapter ( http://home.earthlink.net/~huston2/dp/adapter.html ) Convert the interface of a class into another interface clients expect. It lets classes work together that couldn't otherwise because of incompatible interfaces.
Bridge ( http://home.earthlink.net/~huston2/dp/bridge.html ) Decouple an abstraction from its implementation so that the two can vary independently.
Composite ( http://home.earthlink.net/~huston2/dp/composite.html ) Put together objects into tree structures to represent whole-part hierarchies. It lets clients treat individual objects and groups of objects uniformly.
Decorator ( http://home.earthlink.net/~huston2/dp/decorator.html ) Attach additional responsibilities to an object dynamically. They provide a flexible alternative to subclassing for extending functionality.
Facade ( http://home.earthlink.net/~huston2/dp/facade.html ) Provide a unified interface to a set of interfaces in a subsystem. It defines a higher-level interface that makes the subsystem easier to use.
Flyweight ( http://home.earthlink.net/~huston2/dp/flyweight.html ) Use sharing to support large numbers of fine-grained objects efficiently.
Proxy ( http://home.earthlink.net/~huston2/dp/proxy.html ) Provide a surrogate or placeholder for another object to control access to it.
Chain of Responsibility ( http://home.earthlink.net/~huston2/dp/chain.html ) Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Bind the receiving objects and pass the request along the chain until an object handles it.
Command ( http://home.earthlink.net/~huston2/dp/command.html ) Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
Interpreter ( http://home.earthlink.net/~huston2/dp/interpreter.html ) Given a language, define a representation for its grammar along with an object that uses the representation to understand sentences in the language.
Iterator ( http://home.earthlink.net/~huston2/dp/iterator.html ) Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
Mediator ( http://home.earthlink.net/~huston2/dp/mediator.html ) Define an object that encapsulates how a set of objects interact. It promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.
Memento ( http://home.earthlink.net/~huston2/dp/memento.html ) Without violating encapsulation, capture and externalize an object's internal state so that the object can be returned to this state later.
Observer ( http://home.earthlink.net/~huston2/dp/observer.html ) Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically
State ( http://home.earthlink.net/~huston2/dp/state.html ) Allow an object to alter its behavior when its internal state changes. The object will appear to change its class
Strategy ( http://home.earthlink.net/~huston2/dp/strategy.html ) Define a family of algorithms, encapsulate each one, and make them interchangeable. It lets the algorithm vary independently from the clients that use it.
Template Method ( http://home.earthlink.net/~huston2/dp/template_method.html ) Define the skeleton of an algorithm in an operation, deferring some steps to client subclasses. It lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.
Visitor ( http://home.earthlink.net/~huston2/dp/visitor.html ) Represent an operation to be performed on the elements of an object structure. It lets you define a new operation without changing the classes of the elements on which it operates.

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