This presentation on C# programming tutorial will acquaint you with a clear understanding of the fundamentals of C# Design pattern. In this Design pattern Tutorial for begineers, you will get better understanding on what is Design pattern. we will start with an introduction to C# Design pattern, Then we will discuss the types of Design pattern in C#. then we will discuss each type of design pattern first we will discuss creational Design pattern. after that first we will discuss structural Design pattern. then first we will discuss behavioral Design pattern. Finally we will conclude the tutorial with Advantages of C# design pattern tutorial.
The topics covered in this presentation are:
1. Introduction to C# Design patterns
2. What is C# Design patterns
3. Types of C# Design patterns
4. creational Design patterns in C# Design patterns
5. structural Design patterns in C# Design patterns
6. behavioral Design patterns in C# Design patterns
7. Conclusion to C# Design patterns
What is C# programming language?
C# (C Sharp) is a multi-paradigm, general-purpose programming language. C# programming language encompasses the programming disciplines of static typing, strong typing, lexically scoped, imperative, declarative, functional, generic, object-oriented (class-based), and component-oriented.
What is C# application?
C# is a popular programming language for creating desktop applications, web applications, and web services. It is widely used in the development of Microsoft applications on a large scale. C# is also used in Unity game development.
Net framework is a ground-breaking platform that allows you to create the following types of applications:
Applications for Windows
Web-based applications
Web-based services
Net framework applications are cross-platform in nature.
✅What is C# Programming?
C# is a modern, object-oriented, general-purpose programming language that is pronounced "C sharp." It was created inside the.Net project by Microsoft, led by Anders Hejlsberg and his team, and was authorised by the European Computer Manufacturers Association (ECMA) and the International Standards Organization (ISO). C# is one of the languages supported by the Common Language Infrastructure, and the current version is 7.2. C# is syntactically similar to Java and is simple for users who are familiar with C, C++, or Java.
To know about C++ programming, visit: https://www.simplilearn.com/c-plus-plus-programming-for-beginners-article
Design Pattern in Software Engineering Bilal Hassan
1. Design patterns are general reusable solutions to common problems in software design. There are creational, structural, and behavioral patterns.
2. Creational patterns deal with object creation mechanisms and include abstract factory, builder, factory method, prototype, and singleton patterns.
3. Structural patterns concern class and object composition, using inheritance to compose interfaces and objects. Examples include adapter, bridge, composite, decorator, facade, flyweight, and proxy patterns.
The document discusses various design patterns categorized as creational, structural, and behavioral. Creational patterns deal with object creation mechanisms and include singleton, factory method, abstract factory, builder, and prototype patterns. Structural patterns focus on class and object composition and include adapter, bridge, composite, decorator, facade, flyweight, and proxy patterns. Behavioral patterns deal with communication between objects and include observer, strategy, chain of responsibility, command, interpreter, iterator, mediator, memento, state, template method, and visitor patterns. Each pattern is explained with an example.
This document discusses software design patterns. It defines a design pattern as a general reusable solution to common problems in software design. It describes the Gang of Four (GOF) design patterns book, which introduced and popularized design patterns. The GOF patterns are divided into creational, structural, and behavioral categories. Creational patterns deal with object creation. Structural patterns concern class and object composition. Behavioral patterns address communication between objects. Examples are provided for some of the most common patterns.
Design patterns are best practices for solving common programming problems. This document discusses several design patterns categorized as creational, structural, and behavioral patterns. It provides examples of the singleton, factory, builder, prototype, decorator, proxy, adapter, iterator, observer, command, and strategy patterns. Each pattern is defined and examples are given for when to use each pattern and code snippets demonstrating their implementation.
Design patterns are known as best practices that the programmer can use to solve common problems when designing an application or system.
Singelton Design Pattern
Factory Design Pattern
Builder Design Pattern
Strategy Design Pattern
Iterator Design Pattern
Observer Design Pattern
Prototype Design Pattern
Command Design Pattern
Decorator Pattern
Proxy Pattern
Adapter Pattern
Design patterns provide standardized solutions to common programming problems that can be reused in code. There are three main categories of design patterns: creational patterns that create objects, structural patterns that organize relationships between entities, and behavioral patterns that define communication between objects. Some examples included in the document are the singleton pattern to ensure only one instance, the bridge pattern to separate interfaces from implementations, and the observer pattern to notify objects of state changes.
This document provides an introduction to design patterns, including their motivation, history, definition, categories, and examples. Some key points:
- Design patterns solve common programming problems by describing reusable solutions that can be adapted for different situations.
- Common categories include creational, structural, and behavioral patterns. Example patterns discussed are Singleton, Decorator, Abstract Factory.
- Design patterns speed up development, promote code reuse, and make software more robust, maintainable and extensible. Resources for further information on design patterns are provided.
The document provides an introduction to the object-oriented paradigm and design patterns. It discusses key characteristics of object-oriented programming including encapsulation, inheritance, and polymorphism. It then describes different categories of design patterns (creational, structural, behavioral) and provides examples of specific patterns like singleton, factory method, adapter, composite, and observer. The relationship between object-oriented programming and design patterns is explored, noting how OOP principles support design pattern implementation and how patterns address common OOP problems.
Design patterns are optimized, reusable solutions to the programming problems that we encounter every day. A design pattern is not a class or a library that we can simply plug into our system; it's much more than that. It is a template that has to be implemented in the correct situation. It's not language-specific either. A good design pattern should be implementable in most—if not all—languages, depending on the capabilities of the language. Most importantly, any design pattern can be a double-edged sword— if implemented in the wrong place, it can be disastrous and create many problems for you. However, implemented in the right place, at the right time, it can be your savior.
Design patterns are optimized, reusable solutions to the programming problems that we encounter every day. A design pattern is not a class or a library that we can simply plug into our system; it's much more than that. It is a template that has to be implemented in the correct situation. It's not language-specific either. A good design pattern should be implementable in most—if not all—languages, depending on the capabilities of the language. Most importantly, any design pattern can be a double-edged sword— if implemented in the wrong place, it can be disastrous and create many problems for you. However, implemented in the right place, at the right time, it can be your savior.
Design patterns are general reusable solutions to common problems in software design. There are three main categories of design patterns: creational patterns that deal with object creation, structural patterns that deal with class and object composition, and behavioral patterns that are concerned with communication between objects. The Gang of Four book introduced 23 design patterns and established design patterns as an important concept. Design patterns provide best practices and a common language that is useful for code reuse and communication between developers.
The document discusses various design patterns. It begins by explaining that design patterns represent best practices used by experienced software developers to solve common problems. It then discusses the Gang of Four (GOF) patterns, which were identified in 1994 and include creational, structural, and behavioral patterns. Creational patterns like Singleton, Factory Method, Abstract Factory, and Prototype are covered. Structural patterns like Adapter, Bridge, Composite, Decorator, Facade, Flyweight, and Proxy are also introduced. Behavioral patterns like Chain of Responsibility, Command, Interpreter, Iterator, Mediator, Memento, Observer, State, Strategy, Template Method, and Visitor are briefly mentioned as well. The document then discusses some Java Enterprise
Design patterns provide a high-level language of discourse for programmers to describe their systems and to discuss solutions to common problems. This language comprises the names of recognizable patterns and their elements. Each design pattern shave its own templates and these patterns have illustrative names and are described with diagrams illustrating, their role players. There are 23 design patterns. These patterns are divided into three groups: structural, creational, and behavioral.
Design patterns are reusable solutions to common programming problems. The Gang of Four (GoF) authored the seminal book on design patterns, identifying 23 patterns divided into creational, structural and behavioral categories. Creational patterns provide object creation mechanisms, structural patterns manage object relationships, and behavioral patterns define communication between objects. Design patterns can be further divided into class and object patterns based on whether relationships are defined at compile-time or run-time.
Software Design Patterns - An OverviewFarwa Ansari
The document summarizes different types of software design patterns. It discusses creational patterns, which deal with object creation mechanisms and increase flexibility. Examples include abstract factory, builder, factory method, prototype and singleton patterns. Structural patterns provide relationships between classes and objects, such as adapter, bridge, composite, and decorator. Behavioral patterns define communication between classes, for example chain of responsibility, command, interpreter, and observer. Design patterns are reusable solutions to common programming problems and increase flexibility and reuse in software design.
Patterns (contd)Software Development ProcessDesign patte.docxdanhaley45372
Patterns (contd)
Software Development Process
Design patterns used to handle change
More time extending and changing code than developing it.
The Strategy design pattern handle change by selecting from a family of external algorithms rather than rewrite.
Design point: Make code closed for modification of code, but open for extension
Problem
Computer object created
Description Method returns
Getting a Computer
Problem
Program has to change every time
Customer changes options
Decorator Pattern
Wrapper code used to extend your core code
Extend a class dynamically at runtime
Decorator uses wrapper code to extend core functionality - decorating the code
Decorator Pattern
description() returns “You are getting a computer”
Wrapper description() returns
“You are getting a computer and a disk”
Wrapper description() returns
“You are getting a computer and a disk and a monitor”
Decorator Pattern
Core component: Computer
Variables holding computer objects should also be able to hold objects that wrap computer objects.
Extend the wrapper classes from the Computer class.
Abstract class cannot be instantiated
Ensures all wrappers are consistent
Developers have to provide their own description
Decorator Pattern
Method calls the core computer object’s
description method and adds “and a disk”
Decorator Pattern
Method calls the core computer object’s
description method and adds “and a disk”
Extend the core object by wrapping it in decorator wrappers. Avoids modification of the core code.
Each successive wrapper called the description method of the object it wrapped and added something to it.
Factory Pattern
Based on type, call the
Connection method
Factory Pattern
Create a method that returns the
correct connection type
Factory Pattern
New operator used to create OracleConnection objects.
New operator used to create SqlServerConnection objects, and MySqlConnection objects.
New operator to instantiate many different concrete classes
Code becomes larger and needs to be replicated in many places
Factor that code out into a method.
Code keeps changing
Encapsulate code into a factory object
Goal: Separate out the changeable code and leave the core code closed for modification
Building the Factory
Creating the Factory
FirstFactory class encapsulates the connection object creation
Pass to it the type of connection (“Oracle”, “SQL Server”,)
Use the factory object to create connection objects with a factory method named createConnection
Building the Factory
Create the FirstFactory class.
Save the type of the database, passed to the FirstFactory class’s constructor.
Object-creation code changes
Check which type of object to be created
(OracleConnection, SqlServerConnection,
and then create it.
Factory Class
Create the Abstract Connection Class
Core code should not be modified or has to be modified
as little as possible.
Using the connection object returned by the
new factory object
Use t.
We'll discuss the concept of the Design Pattern in this session. A basic go through of:
* What are Design Patterns?
* Why we should know Design Patterns?
* How to use Design Patterns?
With a Demonstration of some of its types.
If you want to program just about anything these days,
you’d better learn object-oriented programming.
Anyone should write a framework and never use it !
Who cares, right? We have the framework! We don't need to know how to "do it by hand"! Right?
The document discusses various software design patterns including Strategy, State, Bridge, Composite, Flyweight, Interpreter, Decorator, Chain of Responsibility, Facade, Adapter, Proxy, Command, Memento, Iterator, Mediator, Observer, Template Method, Visitor, Factory Method, Prototype, Abstract Factory, Builder, and Singleton. For each pattern, it provides a brief definition and example use cases. It also includes links to Wikipedia pages with more detailed explanations of each design pattern.
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Similar to Design Patterns Java programming language.pdf (20)
Design patterns provide standardized solutions to common programming problems that can be reused in code. There are three main categories of design patterns: creational patterns that create objects, structural patterns that organize relationships between entities, and behavioral patterns that define communication between objects. Some examples included in the document are the singleton pattern to ensure only one instance, the bridge pattern to separate interfaces from implementations, and the observer pattern to notify objects of state changes.
This document provides an introduction to design patterns, including their motivation, history, definition, categories, and examples. Some key points:
- Design patterns solve common programming problems by describing reusable solutions that can be adapted for different situations.
- Common categories include creational, structural, and behavioral patterns. Example patterns discussed are Singleton, Decorator, Abstract Factory.
- Design patterns speed up development, promote code reuse, and make software more robust, maintainable and extensible. Resources for further information on design patterns are provided.
The document provides an introduction to the object-oriented paradigm and design patterns. It discusses key characteristics of object-oriented programming including encapsulation, inheritance, and polymorphism. It then describes different categories of design patterns (creational, structural, behavioral) and provides examples of specific patterns like singleton, factory method, adapter, composite, and observer. The relationship between object-oriented programming and design patterns is explored, noting how OOP principles support design pattern implementation and how patterns address common OOP problems.
Design patterns are optimized, reusable solutions to the programming problems that we encounter every day. A design pattern is not a class or a library that we can simply plug into our system; it's much more than that. It is a template that has to be implemented in the correct situation. It's not language-specific either. A good design pattern should be implementable in most—if not all—languages, depending on the capabilities of the language. Most importantly, any design pattern can be a double-edged sword— if implemented in the wrong place, it can be disastrous and create many problems for you. However, implemented in the right place, at the right time, it can be your savior.
Design patterns are optimized, reusable solutions to the programming problems that we encounter every day. A design pattern is not a class or a library that we can simply plug into our system; it's much more than that. It is a template that has to be implemented in the correct situation. It's not language-specific either. A good design pattern should be implementable in most—if not all—languages, depending on the capabilities of the language. Most importantly, any design pattern can be a double-edged sword— if implemented in the wrong place, it can be disastrous and create many problems for you. However, implemented in the right place, at the right time, it can be your savior.
Design patterns are general reusable solutions to common problems in software design. There are three main categories of design patterns: creational patterns that deal with object creation, structural patterns that deal with class and object composition, and behavioral patterns that are concerned with communication between objects. The Gang of Four book introduced 23 design patterns and established design patterns as an important concept. Design patterns provide best practices and a common language that is useful for code reuse and communication between developers.
The document discusses various design patterns. It begins by explaining that design patterns represent best practices used by experienced software developers to solve common problems. It then discusses the Gang of Four (GOF) patterns, which were identified in 1994 and include creational, structural, and behavioral patterns. Creational patterns like Singleton, Factory Method, Abstract Factory, and Prototype are covered. Structural patterns like Adapter, Bridge, Composite, Decorator, Facade, Flyweight, and Proxy are also introduced. Behavioral patterns like Chain of Responsibility, Command, Interpreter, Iterator, Mediator, Memento, Observer, State, Strategy, Template Method, and Visitor are briefly mentioned as well. The document then discusses some Java Enterprise
Design patterns provide a high-level language of discourse for programmers to describe their systems and to discuss solutions to common problems. This language comprises the names of recognizable patterns and their elements. Each design pattern shave its own templates and these patterns have illustrative names and are described with diagrams illustrating, their role players. There are 23 design patterns. These patterns are divided into three groups: structural, creational, and behavioral.
Design patterns are reusable solutions to common programming problems. The Gang of Four (GoF) authored the seminal book on design patterns, identifying 23 patterns divided into creational, structural and behavioral categories. Creational patterns provide object creation mechanisms, structural patterns manage object relationships, and behavioral patterns define communication between objects. Design patterns can be further divided into class and object patterns based on whether relationships are defined at compile-time or run-time.
Software Design Patterns - An OverviewFarwa Ansari
The document summarizes different types of software design patterns. It discusses creational patterns, which deal with object creation mechanisms and increase flexibility. Examples include abstract factory, builder, factory method, prototype and singleton patterns. Structural patterns provide relationships between classes and objects, such as adapter, bridge, composite, and decorator. Behavioral patterns define communication between classes, for example chain of responsibility, command, interpreter, and observer. Design patterns are reusable solutions to common programming problems and increase flexibility and reuse in software design.
Patterns (contd)Software Development ProcessDesign patte.docxdanhaley45372
Patterns (contd)
Software Development Process
Design patterns used to handle change
More time extending and changing code than developing it.
The Strategy design pattern handle change by selecting from a family of external algorithms rather than rewrite.
Design point: Make code closed for modification of code, but open for extension
Problem
Computer object created
Description Method returns
Getting a Computer
Problem
Program has to change every time
Customer changes options
Decorator Pattern
Wrapper code used to extend your core code
Extend a class dynamically at runtime
Decorator uses wrapper code to extend core functionality - decorating the code
Decorator Pattern
description() returns “You are getting a computer”
Wrapper description() returns
“You are getting a computer and a disk”
Wrapper description() returns
“You are getting a computer and a disk and a monitor”
Decorator Pattern
Core component: Computer
Variables holding computer objects should also be able to hold objects that wrap computer objects.
Extend the wrapper classes from the Computer class.
Abstract class cannot be instantiated
Ensures all wrappers are consistent
Developers have to provide their own description
Decorator Pattern
Method calls the core computer object’s
description method and adds “and a disk”
Decorator Pattern
Method calls the core computer object’s
description method and adds “and a disk”
Extend the core object by wrapping it in decorator wrappers. Avoids modification of the core code.
Each successive wrapper called the description method of the object it wrapped and added something to it.
Factory Pattern
Based on type, call the
Connection method
Factory Pattern
Create a method that returns the
correct connection type
Factory Pattern
New operator used to create OracleConnection objects.
New operator used to create SqlServerConnection objects, and MySqlConnection objects.
New operator to instantiate many different concrete classes
Code becomes larger and needs to be replicated in many places
Factor that code out into a method.
Code keeps changing
Encapsulate code into a factory object
Goal: Separate out the changeable code and leave the core code closed for modification
Building the Factory
Creating the Factory
FirstFactory class encapsulates the connection object creation
Pass to it the type of connection (“Oracle”, “SQL Server”,)
Use the factory object to create connection objects with a factory method named createConnection
Building the Factory
Create the FirstFactory class.
Save the type of the database, passed to the FirstFactory class’s constructor.
Object-creation code changes
Check which type of object to be created
(OracleConnection, SqlServerConnection,
and then create it.
Factory Class
Create the Abstract Connection Class
Core code should not be modified or has to be modified
as little as possible.
Using the connection object returned by the
new factory object
Use t.
We'll discuss the concept of the Design Pattern in this session. A basic go through of:
* What are Design Patterns?
* Why we should know Design Patterns?
* How to use Design Patterns?
With a Demonstration of some of its types.
If you want to program just about anything these days,
you’d better learn object-oriented programming.
Anyone should write a framework and never use it !
Who cares, right? We have the framework! We don't need to know how to "do it by hand"! Right?
The document discusses various software design patterns including Strategy, State, Bridge, Composite, Flyweight, Interpreter, Decorator, Chain of Responsibility, Facade, Adapter, Proxy, Command, Memento, Iterator, Mediator, Observer, Template Method, Visitor, Factory Method, Prototype, Abstract Factory, Builder, and Singleton. For each pattern, it provides a brief definition and example use cases. It also includes links to Wikipedia pages with more detailed explanations of each design pattern.
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Artificial intelligence and deep learning are transforming various fields by enabling machines to learn from data and make decisions. Understanding how to prepare data effectively is crucial, as it lays the foundation for training models that can recognize patterns and improve over time. Once models are trained, the focus shifts to deployment, where these intelligent systems are integrated into real-world applications, allowing them to perform tasks and provide insights based on new information. This exploration of AI encompasses the entire process from initial concepts to practical implementation, highlighting the importance of each stage in creating effective and reliable AI solutions.
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Design Patterns Java programming language.pdf
1. CS F213 Object Oriented Programming
Design Patterns in Java
Aritra Mukherjee, Dept. of CSIS
2. Introduction
A design pattern is a generic
repeatable solution to a frequently
occurring problem in software design
that is used in software engineering. It
isn’t a complete design that can be
written in code right away. It is a
description or model for
problem-solving that may be applied
in a variety of contexts.
3. The Gang of Four
Gang of Four Design Patterns is the collection of 23 design patterns from the book
“Design Patterns: Elements of Reusable Object-Oriented Software”. The authors (L-R)
are: Ralph Johnson, Erich Gamma, Richard Helm and John Vlissides
4. Types of Design patterns
Creational design patterns are a
subset of design patterns in software
development. They deal with the
process of object creation, trying to
make it more flexible and efficient. It
makes the system independent and
how its objects are created,
composed, and represented.
➔ Factory Method
➔ Abstract Factory Method
➔ Builder Method
➔ Prototype Method
➔ Singleton Method
5. Types of Design patterns
Structural design patterns are a
subset of design patterns in software
development that focus on the
composition of classes or objects to
form larger, more complex structures.
They help in organizing and managing
relationships between objects to
achieve greater flexibility, reusability,
and maintainability in a software
system.
➔ Adapter Method
➔ Bridge Method
➔ Composite Method
➔ Decorator Method
➔ Facade Method
➔ Proxy Method
➔ Flyweight Method
6. Types of Design patterns
Behavioral design patterns are a
subset of design patterns in software
development that deal with the
communication and interaction
between objects and classes. They
focus on how objects and classes
collaborate and communicate to
accomplish tasks and responsibilities.
➔ Command Method
➔ Iterator Method
➔ Mediator Method
➔ Memento Method
➔ Observer method
➔ State Method
➔ Strategy Method
➔ Template Method
➔ Visitor Method
➔ Null Object Method
7. Thank you GFG!
The following slides uses content
from GFG.
The slides are very brief and not at all
comprehensive
Try to understand the concepts, don’t
just memorize the slides!
8. Factory
The Factory Method Design Pattern is a
creational design pattern that provides an
interface for creating objects in a superclass,
allowing subclasses to alter the type of
objects that will be created.
It encapsulates object creation logic in a
separate method, promoting loose coupling
between the creator and the created objects.
This pattern is particularly useful when the
exact types of objects to be created may
vary or need to be determined at runtime,
enabling flexibility and extensibility in object
creation.
9. Abstract Factory
The Abstract Factory Pattern
is a creational design pattern
that provides an interface for
creating families of related or
dependent objects without
specifying their concrete
classes,
In simpler terms the Abstract
Factory Pattern is a way of
organizing how you create
groups of things that are
related to each other.
10. Singleton
The Singleton method or Singleton
Design pattern is one of the simplest
design patterns. It ensures a class only
has one instance, and provides a global
point of access to it.
● There must be exactly one instance
of a class and it must be accessible
to clients from a well-known access
point.
● When the sole instance should be
extensible by subclassing and
clients should be able to use an
extended instance without
modifying
● Singleton classes are used for
logging, driver objects, caching, and
thread pool, database connections.
11. Builder
The Builder Design Pattern is a
creational pattern used in software
design to construct a complex object
step by step.
It allows the construction of a product
in a step-by-step fashion, where the
construction process can vary based
on the type of product being built.
The pattern separates the
construction of a complex object
from its representation, allowing the
same construction process to create
different representations.
12. Prototype
The Prototype Design Pattern is a
creational pattern that enables the
creation of new objects by copying an
existing object.
Prototype allows us to hide the
complexity of making new instances
from the client. The concept is to
copy an existing object rather than
create a new instance from scratch,
something that may include costly
operations.
The existing object acts as a
prototype and contains the state of
the object.
13. Adapter
The Adapter design pattern is a
structural pattern that allows the
interface of an existing class to be
used as another interface.
It acts as a bridge between two
incompatible interfaces, making
them work together.
This pattern involves a single class,
known as the adapter, which is
responsible for joining functionalities
of independent or incompatible
interfaces.
14. Bridge
The Bridge design pattern allows you
to separate the abstraction from the
implementation. It is a structural
design pattern.
The bridge pattern allows the
Abstraction and the Implementation
to be developed independently
The abstraction is an interface or
abstract class and the implementer is
also an interface or abstract class.
The abstraction contains a reference
to the implementer.
15. Composite
The Composite Design Pattern is a structural
design pattern that lets you compose objects into
tree-like structures to represent part-whole
hierarchies. It allows clients to treat individual
objects and compositions of objects uniformly.
In other words, whether dealing with a single
object or a group of objects (composite), clients
can use them interchangeably.
As described by the Gang of four, “Compose
objects into tree structure to represent part-whole
hierarchies. Composite lets client treat individual
objects and compositions of objects uniformly”.
16. Decorator
The Decorator Design Pattern is a structural design
pattern that allows behavior to be added to individual
objects dynamically, without affecting the behavior of
other objects from the same class.
It involves creating a set of decorator classes that are
used to wrap concrete components.
Suppose we are building a coffee shop application
where customers can order different types of coffee.
Each coffee can have various optional add-ons such
as milk, sugar, whipped cream, etc. We want to
implement a system where we can dynamically add
these add-ons to a coffee order without modifying
the coffee classes themselves.
17. Facade
Facade Method Design
Pattern provides a
unified interface to a
set of interfaces in a
subsystem. Facade
defines a high-level
interface that makes
the subsystem easier to
use.
18. Proxy
The Proxy Design Pattern
is a structural design
pattern that provides a
surrogate or placeholder
for another object to
control access to it.
This pattern is useful
when you want to add an
extra layer of control over
access to an object. The
proxy acts as an
intermediary, controlling
access to the real object.
19. Flyweight
Flyweight pattern is one of the
structural design patterns as this
pattern provides ways to
decrease object count thus
improving application required
objects structure.
One important feature of
flyweight objects is that they are
immutable. This means that they
cannot be modified once they
have been constructed.
20. Command
The Command Design
Pattern is a behavioral
design pattern that turns a
request into a stand-alone
object, allowing
parameterization of clients
with different requests,
queuing of requests, and
support for undoable
operations(action or a
series of actions that can
be reversed or undone in a
system).
21. Iterator
The iterator pattern is a great
pattern for providing
navigation without exposing
the structure of an object.
It is an interface-based design
pattern. Whichever object you
want to iterate over will
provide a method to return an
instance of an iterator from it.
Follows a factory-based
method pattern in the way you
get an instance of the iterator.
22. Mediator
The Mediator design pattern is a
behavioral pattern that defines an
object, the mediator, to centralize
communication between various
components or objects in a
system.
This promotes loose coupling by
preventing direct interactions
between components, instead of
having them communicate
through the mediator, facilitating
better maintainability and
flexibility in the system
architecture.
23. Memento (interpreter)
The Memento design pattern
is a behavioral design pattern
used to capture and restore
the internal state of an object
without exposing its
implementation details.
The intent of the Memento
Design pattern is without
violating encapsulation, to
capture and externalize an
object’s internal state so that
the object can be restored to
this state later.
24. Observer
The Observer Design
Pattern is a behavioral
design pattern that
defines a one-to-many
dependency between
objects so that when one
object (the subject)
changes state, all its
dependents (observers)
are notified and updated
automatically.
25. State
The State design pattern is
a behavioral software
design pattern that allows
an object to alter its
behavior when its internal
state changes.
It achieves this by
encapsulating the object’s
behavior within different
state objects, and the object
itself dynamically switches
between these state objects
depending on its current
state.
26. Strategy
The Strategy Design Pattern
defines a family of
algorithms, encapsulates
each one, and makes them
interchangeable, allowing
clients to switch algorithms
dynamically without altering
the code structure.
The Strategy Pattern allows
you to define a family of
algorithms, encapsulate
each one of them, and make
them interchangeable.
27. Template
The Template Method
design pattern is a
behavioral design pattern
that defines the skeleton of
an algorithm in a superclass
but allows subclasses to
override specific steps of
the algorithm without
changing its structure.
It promotes code reuse by
encapsulating also enabling
customization and
flexibility.
28. Visitor
Visitor design pattern is one of
the behavioral design patterns. It
is used when we have to perform
an operation on a group of similar
kind of Objects. With the help of
visitor pattern, we can move the
operational logic from the objects
to another class.
a method called Visit() which is
implemented by the visitor and is
called for every element in the
data structure
visitable classes providing
Accept() methods that accept a
visitor
29. Null Object
The Null Object Design
Pattern is a behavioral
design pattern that is used
to provide a consistent way
of handling null or
non-existing objects.
It is particularly useful in
situations where you want
to avoid explicit null checks
and provide a default
behavior for objects that
may not exist.
30. Differences between design patterns
Creational Patterns vs. Structural Patterns: Creational patterns focus on object
creation, while structural patterns deal with object composition.
Structural Patterns vs. Behavioral Patterns: Structural patterns focus on
defining the structure of objects, while behavioral patterns are concerned with
how objects interact.
Creational Patterns vs. Behavioral Patterns: Creational patterns are concerned
with object creation, while behavioral patterns deal with the interaction between
objects.