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Computer science stuff

Content

Algorithms

Containers

Design patterns

Behavioral patterns

Pattern Description
Chain of responsibility (c++) used to process varied requests, each of which may be dealt with by a different handler
Command (c++) used to express a request, including the call to be made and all of its required parameters, in a command object
Interpreter (c++) used to evaluate sentences in a language
Iterator (c++, swift) used to provide a standard interface for traversing a collection of items in an aggregate object without the need to understand its underlying structure
Mediator (c++) used to reduce coupling between classes that communicate with each other
Memento (c++) used to capture the current state of an object and store it in such a manner that it can be restored at a later time without breaking the rules of encapsulation
Observer (c++) used to allow an object to publish changes to its state. Other objects subscribe to be immediately notified of any changes
State (c++) used to alter the behaviour of an object as its internal state changes. The pattern allows the class for an object to apparently change at run-time
Strategy (c++) used to create an interchangeable family of algorithms from which the required process is chosen at run-time
Template method (c++) used when two or more implementations of an algorithm exist
Visitor (c++) used to separate a relatively complex set of structured data classes from the functionality that may be performed upon the data that they hold

Creational patterns

Pattern Description
Abstract factory (c++) used to provide a client with a set of related or dependant objects. The "family" of objects created by the factory are determined at run-time
Builder (c++) used to create complex objects with constituent parts that must be created in the same order or using a specific algorithm
Factory (c++) used to replace class constructors, abstracting the process of object generation so that the type of the object instantiated can be determined at run-time
Prototype (c++) used to instantiate a new object by copying all of the properties of an existing object, creating an independent clone
Singleton (c++, c++11) ensures that only one object of a particular class is ever created. All further references to objects of the singleton class refer to the same underlying instance

Structural patterns

Pattern Description
Adapter (c++) used to provide a link between two otherwise incompatible types by wrapping the "adaptee" with a class that supports the interface required by the client
Bridge (c++) used to separate the abstract elements of a class from the implementation details, providing the means to replace the implementation details without modifying the abstraction
Composite (c++) used to create hierarchical, recursive tree structures of related objects where any element of the structure may be accessed and utilised in a standard manner
Decorator (c++, python) used to extend or alter the functionality of objects at run- time by wrapping them in an object of a decorator class
Facade (c++) used to define a simplified interface to a more complex subsystem
Flyweight (c++) used to minimize memory usage or computational expenses by sharing as much as possible with other similar objects
Proxy (c++) used to provide a surrogate or placeholder object, which references an underlying object