Design Patterns
Blogs20132013-01-18
Design Patterns
Here are some information about Software Design Patterns, original from wikipedia, I put here for quick retrieving. Design patterns were originally grouped into the categories:
| Creational patterns | |||||
| Name | Description | In Design Patterns | In Code Complete[17] | ||
|---|---|---|---|---|---|
| Abstract factory | Provide an interface for creating families of related or dependent objects without specifying their concrete classes. | Yes | Yes | ||
| Builder | Separate the construction of a complex object from its representation allowing the same construction process to create various representations. | Yes | No | ||
| Factory method | Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses (dependency injection[18]). | Yes | Yes | ||
| Lazy initialization | Tactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed. | No | No | ||
| Multiton | Ensure a class has only named instances, and provide global point of access to them. | No | No | ||
| Object pool | Avoid expensive acquisition and release of resources by recycling objects that are no longer in use. Can be considered a generalisation of connection pool and thread pool patterns. | No | No | ||
| Prototype | Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype. | Yes | No | ||
| Resource acquisition is initialization | Ensure that resources are properly released by tying them to the lifespan of suitable objects. | No | No | ||
| Singleton | Ensure a class has only one instance, and provide a global point of access to it. | Yes | Yes | ||
| Structural patterns | |||||
| Name | Description | In Design Patterns | In Code Complete[17] | ||
|---|---|---|---|---|---|
| Adapter or Wrapper or Translator. | Convert the interface of a class into another interface clients expect. An adapter lets classes work together that could not otherwise because of incompatible interfaces. The enterprise integration pattern equivalent is the translator. | Yes | Yes | ||
| Bridge | Decouple an abstraction from its implementation allowing the two to vary independently. | Yes | Yes | ||
| Composite | Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly. | Yes | Yes | ||
| Decorator | Attach additional responsibilities to an object dynamically keeping the same interface. Decorators provide a flexible alternative to subclassing for extending functionality. | Yes | Yes | ||
| Facade | Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use. | Yes | Yes | ||
| Flyweight | Use sharing to support large numbers of similar objects efficiently. | Yes | No | ||
| Front Controller | The pattern relates to the design of Web applications. It provides a centralized entry point for handling requests. | No | Yes | ||
| Module | Group several related elements, such as classes, singletons, methods, globally used, into a single conceptual entity. | No | No | ||
| Proxy | Provide a surrogate or placeholder for another object to control access to it. | Yes | No | ||
| Behavioral patterns | |||||
| Name | Description | In Design Patterns | In Code Complete[17] | ||
|---|---|---|---|---|---|
| Blackboard | Generalized observer, which allows multiple readers and writers. Communicates information system-wide. | No | No | ||
| Chain of responsibility | Avoid 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. | Yes | No | ||
| Command | Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations. | Yes | No | ||
| Interpreter | Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language. | Yes | No | ||
| Iterator | Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation. | Yes | Yes | ||
| Mediator | Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently. | Yes | No | ||
| Memento | Without violating encapsulation, capture and externalize an object's internal state allowing the object to be restored to this state later. | Yes | No | ||
| Null object | Avoid null references by providing a default object. | No | No | ||
| Observer or Publish/subscribe | Define a one-to-many dependency between objects where a state change in one object results in all its dependents being notified and updated automatically. | Yes | Yes | ||
| Servant | Define common functionality for a group of classes | No | No | ||
| Specification | Recombinable business logic in a Boolean fashion | No | No | ||
| State | Allow an object to alter its behavior when its internal state changes. The object will appear to change its class. | Yes | No | ||
| Strategy | Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it. | Yes | Yes | ||
| Template method | Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure. | Yes | Yes | ||
| Visitor | Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates. | Yes | No | ||
Concurrency are described using the concepts of delegation, aggregation, and consultation.
| Concurrency patterns | |||||
| Name | Description | In POSA2[20] | |||
|---|---|---|---|---|---|
| Active Object | Decouples method execution from method invocation that reside in their own thread of control. The goal is to introduce concurrency, by using asynchronous method invocation and a scheduler for handling requests. | Yes | |||
| Balking | Only execute an action on an object when the object is in a particular state. | No | |||
| Binding properties | Combining multiple observers to force properties in different objects to be synchronized or coordinated in some way.[21] | No | |||
| Double-checked locking | Reduce the overhead of acquiring a lock by first testing the locking criterion (the 'lock hint') in an unsafe manner; only if that succeeds does the actual lock proceed. Can be unsafe when implemented in some language/hardware combinations. It can therefore sometimes be considered an anti-pattern. | Yes | |||
| Event-based asynchronous | Addresses problems with the asynchronous pattern that occur in multithreaded programs.[22] | No | |||
| Guarded suspension | Manages operations that require both a lock to be acquired and a precondition to be satisfied before the operation can be executed. | No | |||
| Lock | One thread puts a "lock" on a resource, preventing other threads from accessing or modifying it.[23] | No | |||
| Messaging design pattern (MDP) | Allows the interchange of information (i.e. messages) between components and applications. | No | |||
| Monitor object | An object whose methods are subject to mutual exclusion, thus preventing multiple objects from erroneously trying to use it at the same time. | Yes | |||
| Reactor | A reactor object provides an asynchronous interface to resources that must be handled synchronously. | Yes | |||
| Read-write lock | Allows concurrent read access to an object, but requires exclusive access for write operations. | No | |||
| Scheduler | Explicitly control when threads may execute single-threaded code. | No | |||
| Thread pool | A number of threads are created to perform a number of tasks, which are usually organized in a queue. Typically, there are many more tasks than threads. Can be considered a special case of the object pool pattern. | No | |||
| Thread-specific storage | Static or "global" memory local to a thread. | Yes | |||
