GoF Design Patterns
Creational Patterns
Name
Description
Factory Patterns
Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
Builder
Separate the construction of a complex object from its representation allowing the same construction process to create various representations.
Factory method
Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses (dependency injection[17]).
Prototype
Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.
Singleton
Ensure a class has only one instance, and provide a global point of access to it.
Structural Patterns
Adapter
Convert the interface of a class into another interface clients expect. An adapter lets classes work together that could not otherwise because of incompatible interfaces. The enterprise integration pattern equivalent is the Translator.
Bridge
Decouple an abstraction from its implementation allowing the two to vary independently.
Composite
Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
Decorator
Attach additional responsibilities to an object dynamically keeping the same interface. Decorators provide a flexible alternative to subclassing for extending functionality.
Facade
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.
Flyweight
Use sharing to support large numbers of similar objects efficiently.
Proxy
Provide a surrogate or placeholder for another object to control access to it.
Behavioural Patterns
Chain of responsibility
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.
Command
Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
Interpreter
Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.
Iterator
Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
Mediator
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.
Memento
Without violating encapsulation, capture and externalize an object's internal state allowing the object to be restored to this state later.
Observer or Publish/subscribe
Define a one-to-many dependency between objects where a state change in one object results with all its dependents being notified and updated automatically.
State
Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
Strategy
Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.
Template method
Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.
Visitor
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.
Active Object
Decouples method execution from method invocation that reside in their own thread of control. The goal is to introduce concurrency, by using asynchronous method invocation and a scheduler for handling requests.
Balking
Only execute an action on an object when the object is in a particular state.
Binding properties
Combining multiple observers to force properties in different objects to be synchronized or coordinated in some way.
Messaging design pattern (MDP)
Allows the interchange of information (i.e. messages) between components and applications.
Double-checked locking
Reduce the overhead of acquiring a lock by first testing the locking criterion (the 'lock hint') in an unsafe manner; only if that succeeds does the actual lock proceed.
Can be unsafe when implemented in some language/hardware combinations. It can therefore sometimes be considered an anti-pattern.
Event-based asynchronous
Addresses problems with the asynchronous pattern that occur in multithreaded programs.
Guarded suspension
Manages operations that require both a lock to be acquired and a precondition to be satisfied before the operation can be executed.
Lock
One thread puts a "lock" on a resource, preventing other threads from accessing or modifying it.
Monitor object
An object whose methods are subject to mutual exclusion, thus preventing multiple objects from erroneously trying to use it at the same time.
Reactor
A reactor object provides an asynchronous interface to resources that must be handled synchronously.
Read-write lock
Allows concurrent read access to an object, but requires exclusive access for write operations.
Scheduler
Explicitly control when threads may execute single-threaded code.
Thread pool
A number of threads are created to perform a number of tasks, which are usually organized in a queue. Typically, there are many more tasks than threads. Can be considered a special case of the object pool pattern.
Thread-specific storage
Static or "global" memory local to a thread.
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