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Design Patterns

Memorize Software Design Patterns

QuestionAnswer
Factory Create individual objects when constructor alone is inadequate. Use methods to return objects.
Singleton Ensure there is only one instance of a class.
Abstract Factory Provide interface for creating families of related objects.
Prototype Create a set of identical objects whose type is determined at runtime.
Façade Provide an interface to a package of classes. Define a singleton which is the sole means for obtaining functionality from the package.
Decorator uses Recursion. Add responsibilities to an object at runtime.
Composite Represent a recursive tree of objects that aggregates and inherits from the base class for the objects.
Adapter Allow an application to use external functionality in a retargetable manner.
Flyweight Manage a large number of objects without constructing them all.
Proxy Avoid the unnecessary execution of expensive functionality in a manner transparent to clients.
Interpreter Interpret expressions written in a formal grammar.
Iterator Provide a way to access the elements of an aggregate object sequentially.
Mediator Avoid references between dependent objects. Capture mutual behavior in a separate class.
Observer Arrange for a set of objects to be affected by a single object.
State Cause an object to behave in a manner determined by its state.
Chain of Responsibility Allow a set of objects to service a request. Link the objects in a chain, each performs their responsibility and passes the request along.
Command Increase flexibility in calling for a service. Capture operations as classes.
Template Allow runtime variants on an algorithm. Basic algorithm in base class.
Created by: arlanh
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