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Abstract Factory
interface for creating families of related objects without defining concrete classes
Builder
separates the construction of a object from its reprenstation, allowing variation
Factory Method
defines a interface for creating a object, but let subclasses instantate.
Prototype
Create new objects by duplicating existing ones. Instead of creating objects from scratch, make copies of an existing object.
Singleton
ensures a class has only one instance and provides a global access point to it.
Chain of Responsibility
passes a request along a chain of handlers, giving each a chance to process it
Command
wraps a request as a object, separating invoker and receiver, allowing for queuing, logging, undo
Interpreter
breaks down language/expression rules into objects that represent/handle each rule
Iterator
provides a way to access elements of collection without exposing its underlying structure.
Mediator
defines a central object that handles communication between other objects, avoiding direct connections
Memento
capture and store a objects state so that it can be used later w/o exposing its underlying structure
Observer
defines a one-to-many relationship where when one object changes state, all its dependents are notified.
State
allows object to change in behavior when its internal state changes, appearing as if it has changed its class
Strategy
Organizes a family of algorithms into separate classes, allowing a object to select behavior at runtime.
Template Method
defines skeleton of algorithm in a method, allowing subclasses to customize steps w/o changing the process
Visitor
separates objects and their operations, allowing for new operations to be added without modifying the existing code.
Adapter
converts interface of class into one another expects by wrapping the existing class with a new interface
Bridge
separates abstraction and implementation into their own hierarchies allowing them to work independently
Composite
organize objects into tree structure, lets you treat single objects and groups of objects the same
Decorator
wrap object to add new behavior at runtime without changing its structure
Facade
provides a single interface for a complex subsystem, hiding internal details
Flyweight
shares a common state between multiple objects, efficantly layering intrinsic(shared) and extrinsic(unique) data
Proxy
provide a placeholder for another object to control access to it
What are all the Creational patterns: FAB PS
1.Factory Method, Abstract Factory, Builder 2.Prototype, Singleton
What are all the Structural Patterns: CDP BAFF
1.Composite, Decorator, Proxy
2.Bridge, Adapter, Facade, Flyweight
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