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Behavioral Design Patterns | Creational Design Patterns | Structural Design Patterns
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Structural Design Patterns
view article The Adapter Pattern
The Adapter pattern is used to convert the programming interface of one class into that of another. We use adapters whenever we want unrelated classes to work together in a single program. The concept of an adapter is thus pretty simple; we write a class that has the desired interface and then make it communicate with the class that has a different interface.
view article The Bridge Pattern
The Bridge pattern is used to separate the interface of class from its implementation, so that either can be varied separately. At first sight, the bridge pattern looks much like the Adapter pattern, in that a class is used to convert one kind of interface to another. However, the intent of the Adapter pattern is to make one or more classes’ interfaces look the same as that of a particular class.
view article The Composite Pattern
Frequently programmers develop systems in which a component may be an individual object or it may represent a collection of objects. The Composite pattern is designed to accommodate both cases.
view article The Decorator Pattern
The Decorator pattern provides us with a way to modify the behavior of individual objects without having to create a new derived class.
view article The Facade Pattern
Frequently, as your programs evolve and develop, they grow in complexity. In fact, for all the excitement about using design patterns, these patterns sometimes generate so many classes that it is difficult to understand the program’s flow. Furthermore, there may be a number of complicated subsystems, each of which has its own complex interface.The Façade pattern allows you to simplify this complexity by providing a simplified interface to these subsystems.
view article The Flyweight Pattern
There are cases in programming where it seems that you need to generate a very large number of small class instances to represent data. Sometimes you can greatly reduce the number of different classes that you need to instantiate if you can recognize that the instances are fundamentally the same except for a few parameters.The Flyweight design pattern provides an approach for handling such classes. It refers to the instance’s intrinsic data that makes the instance unique, and the extrinsic data which is passed in as arguments.
view article The Proxy Pattern
The Proxy pattern is used when you need to represent a complex object by a simpler one. If creating an object is expensive in time or computer resources, Proxy allows you to postpone this creation until you need the actual object. A Proxy usually has the same methods as the object it represents, and once the object is loaded, it passes on the method calls from the Proxy to the actual object.


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