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DesignPatterns

A.Creational Design Patterns

  1. Factory:Creates an instance of several derived classes
  2. Abstract Factory:Creates an instance of several families of classes
  3. Singleton:A class of which only a single instance can exist
  4. Builder:Separates object construction from its representation
  5. Prototype:A fully initialized instance to be copied or cloned
  6. Object Pool

B.Structural Design Patterns

  1. Decorator: Add responsibilities to objects dynamically
  2. Adapter: Match interfaces of different classes
  3. Facade: A single class that represents an entire subsystem
  4. Bridge: Separates an object’s interface from its implementation
  5. Composite: A tree structure of simple and composite objects
  6. Flyweight: A fine-grained instance used for efficient sharing
  7. Proxy: An object representing another object

C.Behavioral Design Patterns

  1. Chain of Responsibility: A way of passing a request between a chain of objects
  2. Command: Encapsulate a command request as an object
  3. Interpreter: A way to include language elements in a program
  4. Mediator: Defines simplified communication between classes
  5. Memento: Capture and restore an object's internal state
  6. Observer: A way of notifying change to a number of classes
  7. State: Alter an object's behavior when its state changes
  8. Strategy: Encapsulates an algorithm inside a class
  9. Template Method: Defer the exact steps of an algorithm to a subclass
  10. Iterator: Sequentially access the elements of a collection
  11. Visitor: Defines a new operation to a class without change

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