• Shuffle
    Toggle On
    Toggle Off
  • Alphabetize
    Toggle On
    Toggle Off
  • Front First
    Toggle On
    Toggle Off
  • Both Sides
    Toggle On
    Toggle Off
  • Read
    Toggle On
    Toggle Off
Reading...
Front

Card Range To Study

through

image

Play button

image

Play button

image

Progress

1/25

Click to flip

Use LEFT and RIGHT arrow keys to navigate between flashcards;

Use UP and DOWN arrow keys to flip the card;

H to show hint;

A reads text to speech;

25 Cards in this Set

  • Front
  • Back
5 Creational Patterns
1. The Factory Pattern
2. The Abstract Factory Pattern
3. The Builder Pattern
4. The Prototype Pattern
5. The Singleton Pattern
The Factory Pattern
The Factory Method provides a simple decision making class that
returns one of several possible subclasses of an abstract base class depending
on the data that are provided.
The Abstract Factory Pattern
The Abstract Factory Method provides an interface to create and
return one of several families of related objects.
The Builder Pattern
The Builder Pattern separates the construction of a complex object
from its representation, so that several different representations can be created
depending on the needs of the program.
The Prototype Pattern
The Prototype Pattern starts with an initialized and instantiated
class and copies or clones it to make new instances rather than creating new
instances.
The Singleton Pattern
The Singleton Pattern is a class of which there can be no more than
one instance. It provides a single global point of access to that instance.
7 Structural Patterns
1. The Adapter Pattern
2. The Bridge Pattern
3. The Composite Pattern
4. The Decorator Pattern
5. The Façade Pattern
6. The Flyweight Pattern
7. The Proxy Pattern
The Adapter Pattern
The Adapter pattern, used to change the interface of one class to that of
another one.
The Bridge Pattern
The Bridge pattern, intended to keep the interface to your client program
constant while allowing you to change the actual kind of class you
display or use. You can then change the interface and the underlying class
separately.
The Composite Pattern
The Composite pattern, a collection of objects, any one of which may be
either itself a Composite, or just a primitive object.
The Decorator Pattern
The Decorator pattern, a class that surrounds a given class, adds new
capabilities to it, and passes all the unchanged methods to the underlying
class.
The Façade Pattern
The Façade pattern, which groups a complex object hierarchy and
provides a new, simpler interface to access those data.
The Flyweight Pattern
The Flyweight pattern, which provides a way to limit the proliferation of
small, similar class instances by moving some of the class data outside
the class and passing it in during various execution methods.
The Proxy Pattern
The Proxy pattern, which provides a simple place-holder class for a more
complex class which is expensive to instantiate.
10 Behavior Patterns
1. The Observer Pattern
2. The Mediator
3. The Chain of Responsibility
4. The Template Pattern
5. The Interpreter
6. The Strategy Pattern
7. The Visitor Pattern
8. The State Pattern
9. The Command Pattern
10. The Iterator Pattern
The Observer Pattern
The Observer pattern defines the way a number of classes can be notified
of a change.
The Mediator
The Mediator defines how communication between classes can be
simplified by using another class to keep all classes from having to know
about each other.
The Chain of Responsibility
The Chain of Responsibility allows an even further decoupling between
classes, by passing a request between classes until it is recognized.
The Template Pattern
The Template pattern provides an abstract definition of an algorithm.
The Interpreter
The Interpreter provides a definition of how to include language elements
in a program.
The Strategy Pattern
The Strategy pattern encapsulates an algorithm inside a class.
The Visitor Pattern
The Visitor pattern adds function to a class.
The State Pattern
The State pattern provides a memory for a class’s instance variables.
The Command Pattern
The Command pattern provides a simple way to separate execution of
command from the interface environment that produced it.
The Iterator Pattern
The Iterator pattern formalizes the way we move through a list of data
within a class.