Skip to content

AhmedKhalil777/Software-Design-Pattern

 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

29 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Software-Design-Pattern


  • In software engineering, a design pattern is a general repeatable solution to a commonly occurring problem in software design.

  • A design pattern isn't a finished design that can be transformed directly into code.

  • It is a description or template for how to solve a problem that can be used in many different situations.

Creational Patterns

In software engineering, creational design patterns are design patterns that deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. The basic form of object creation could result in design problems or added complexity to the design.

  • Creational design patterns solve this problem by somehow controlling this object creation.

  • Creational design patterns are composed of two dominant ideas.

    • One is encapsulating knowledge about which concrete classes the system use.
    • Another is hiding how instances of these concrete classes are created and combined.
  • Creational design patterns are further categorized into Object-creational patterns and Class-creational patterns

  • where Object-creational patterns deal with Object creation and Class-creational patterns deal with Class-instantiation.

  • In greater details, Object-creational patterns defer part of its object creation to another object, while Class-creational patterns defer its objection creation to subclasses.

  • Five well-known design patterns that are parts of creational patterns are listed as follows:

index Type Pattern Name Usage
1 Creational The Factory Pattern which allows a class to defer instantiation to subclasses.
2 Creational The Singleton Pattern which ensures that a class only has one instance, and provides a global point of access to it.
3 Creational The Prototype Pattern which specifies the kind of object to create using a prototypical instance, and creates new objects by cloning this prototype.
4 Creational The Builder Pattern which separates the construction of a complex object from its representation so that the same construction process can create different representation
5 Creational The Abstract Factory Pattern which provides an interface for creating related or dependent objects without specifying the objects' concrete classes.

Structural Pattern

index Type Pattern Name Usage
6 Structural The Proxy Pattern
7 Structural The Decorator Pattern
8 Structural The Adapter Pattern The Adapter pattern is a structural design pattern that allows objects with incompatible interfaces to work together by creating a middleman called an adapter. The adapter acts as a translator or a bridge between the two incompatible interfaces, enabling them to interact seamlessly.
9 Structural The Facade Pattern
10 Structural The Flyweight Pattern
11 Structural The Composite Pattern
12 Structural The Bridge Pattern Decouple an abstraction from its implementation, so the 2 can vary independently.

Behavioral Design Patterns

In software engineering, behavioral design patterns are design patterns that identify common communication patterns between objects and realize these patterns.

  • By doing so, these patterns increase flexibility in carrying out this communication.

  • Behavioral patterns influence how state and behavior flow through a system.

  • By optimizing how state and behavior are transferred and modified, you can simplify, optimize, and increase the maintainabilty of an application.

index Type Pattern Name Usage
13 Behavioral The Visitor Pattern A way to separate an algorithm from an object
14 Behavioral The Observer Pattern also known as Publish/Subscribe or Event Listener. Objects register to observe an event that may be raised by another object
15 Behavioral The Pub-Sub Pattern also known as observer or Event Listener. Objects register to observe an event that may be raised by another object
16 Behavioral The Strategy (Policy) Pattern Algorithms can be selected on the fly
17 Behavioral The Template method Pattern Describes the program skeleton of a program
18 Behavioral The Command Pattern Command objects encapsulate an action and its parameters
19 Behavioral The Iterator Pattern Iterators are used to access the elements of an aggregate object sequentially without exposing its underlying representation
20 Behavioral The Memento Pattern Provides the ability to restore an object to its previous state (rollback)
21 Behavioral The State Pattern A clean way for an object to partially change its type at runtime
23 Behavioral The Mediator Pattern Provides a unified interface to a set of interfaces in a subsystem
24 Behavioral The Chain of Responsibility Pattern Command objects are handled or passed on to other objects by logic-containing processing objects
25 Behavioral The interpreter Pattern Implement a specialized computer language to rapidly solve a specific set of problems

Other Patterns

index Type Pattern Name Usage
26 Creational The Simple factory Pattern
27 Creational The Null object Pattern
28 Architectural The MVC Model-View-Controller Pattern
29 Architectural The MVVM Model-View View-Model Pattern
30 Architectural The MVP Model-View-Presenter Pattern
31 Data Management & Architectural The CQRS Command Query Responsibiity Segregation Pattern
32 Data Management The Cache-Aside Pattern
33 Data Management The Event Sourcing Pattern
34 Data Management The Index Table Pattern
35 Data Management The Meteralized View Pattern
35 Data Management The Sharding Pattern

Releases

No releases published

Packages

No packages published

Languages

  • C# 85.2%
  • Java 13.0%
  • Python 1.8%