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26 Cards in this Set

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What are design patterns

General, reusable solutions to commonly occuring problems in software design. A description or template for how to solve a problem that can be used in many different situations.

Advantages of a design pattern

Speed up the development process. Helps to prevent subtle issues that can cause major problems. Improves readability of the code. Provides patterns for solving problems.

Three categories of design patterns

Creational - Focuses on how objects are created.


Structural - Focuses on how objects are interconnected.


Behavioral - Focuses on objects that handle particular types of behavior.

Strategy Pattern

Defines a family of algorithms, encapsulates each one, and makes them interchangeable.

Observer Pattern

Defines a one-to-many dependency between objects so that when one object changes state, all of its dependents are notified and updated automatically.

Decorator Pattern

Attaches additional responsibilities to an object dynamically. [pattern] provide a flexible alternative to subclassing for extending functionality.

Factory Method Pattern

Defines an interface for creating an object, but lets subclasses decide which class to instantiate. [pattern] lets a class defer instantiation to subclasses.

Abstract Factory Pattern

Provides an interface for creating families of related or dependent objects without specifying their concrete classes.

Singleton Pattern

Ensures a class has only one instance, and provides a global point of access to it.

Command Pattern

Encapsulates a request as an object, thereby letting you parameterize other objects with different requests, queue or log requests, and support undoable operations.

Adapter Pattern

Converts the interface of a class into another interface the client expect. [pattern] lets classes work together that couldn't otherwise because of incompatible interfaces.

Facade Pattern

Provides a unified interface to a set of interaces in a subsystem. [pattern] defines a higher-level interface that makes the subsystem easier to use.

Template Method Pattern

Defines the skeleton of an algorithm in a method, deferring some steps to subclasses. [pattern] lets sub-classes redefine certain steps of an algorithm without changing the algorithm's structure.

Iterator Pattern

Provides a way to access the elements of an aggregation object seqentially without exposing its underlying reresentation.

Composite Pattern

Allows you to compose objects into tree structures to represent part-whole hierarchies. [pattern] lets clients treat individual objects and compositions of objects uniformly.

State Pattern

Allows an object to alter its behavior when its internal state changes. The object will appear to change its class.

Proxy Pattern

Provides a surrogate or place holder for another object to control access to it.

Bridge Pattern

Decouples an abstraction from its implementation so that the two can vary independently.

Builder Pattern

Separates the construction of a complex object from its representation so that the same construction process can create different representations.

Chain of Responsibility Pattern

Avoids coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.

Flyweight Pattern

Uses sharing to support large numbers of fine-grained objects efficiently.

Interpreter Pattern

Defines a representation of a grammar for a language along with an interpreter that uses the representation to interpret sentences in the language.

Mediator Pattern

Defines an object that encapsulates how a set of objects interact. [pattern] promotes loose coupling by keeping objects from referring to each other explicitly, and lets you vary their interaction independently.

Momento Pattern

Without violating encapsulation, captures and externalizes an object's internal state so that the object can be restored to this state later.

Prototype Pattern

Specifies the kinds of objects to create using a prototypical instance, and create new objects by coping this prototype.

Visitor Pattern

Represents an operation to be performed on the elements of an object structure. [pattern] lets you define a new operation without changing the classes of the elements on which it operates.