Patterns

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Last updated 1:02 AM on 12/17/24
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26 Terms

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Abstract Factory

interface for creating families of related objects without defining concrete classes

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Builder

separates the construction of a object from its reprenstation, allowing variation

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Factory Method

defines a interface for creating a object, but let subclasses instantate.

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Prototype

Create new objects by duplicating existing ones. Instead of creating objects from scratch, make copies of an existing object.

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Singleton

ensures a class has only one instance and provides a global access point to it.

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Chain of Responsibility

passes a request along a chain of handlers, giving each a chance to process it

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Command

wraps a request as a object, separating invoker and receiver, allowing for queuing, logging, undo

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Interpreter

breaks down language/expression rules into objects that represent/handle each rule

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Iterator

provides a way to access elements of collection without exposing its underlying structure.

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Mediator

defines a central object that handles communication between other objects, avoiding direct connections

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Memento

capture and store a objects state so that it can be used later w/o exposing its underlying structure

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Observer

defines a one-to-many relationship where when one object changes state, all its dependents are notified.

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State

allows object to change in behavior when its internal state changes, appearing as if it has changed its class

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Strategy

Organizes a family of algorithms into separate classes, allowing a object to select behavior at runtime.

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Template Method

defines skeleton of algorithm in a method, allowing subclasses to customize steps w/o changing the process

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Visitor

separates objects and their operations, allowing for new operations to be added without modifying the existing code.

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Adapter

converts interface of class into one another expects by wrapping the existing class with a new interface

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Bridge

separates abstraction and implementation into their own hierarchies allowing them to work independently

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Composite

organize objects into tree structure, lets you treat single objects and groups of objects the same

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Decorator

wrap object to add new behavior at runtime without changing its structure

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Facade

provides a single interface for a complex subsystem, hiding internal details

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Flyweight

shares a common state between multiple objects, efficantly layering intrinsic(shared) and extrinsic(unique) data

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Proxy

provide a placeholder for another object to control access to it

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What are all the Creational patterns: FAB PS

1.Factory Method, Abstract Factory, Builder 2.Prototype, Singleton

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What are all the Structural Patterns: CDP BAFF

1.Composite, Decorator, Proxy
2.Bridge, Adapter, Facade, Flyweight

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What are the Behavioral Patterns: TV COMIC MISS

1.Template Method, Visitor
2.Chain of Responsibility, Observer ,Mediator, Iterator, Command

3.Memento,Inteprerter, Strategy, State

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