The Strategy Pattern Design Principle: Design Principle: Design Principle:
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1 Strategy Pattern The Strategy Pattern defines a family of algorithms, encapsulates each one, and makes them interchangeable. Strategy lets the algorithm vary independently from clients that use it. Design Principle: Identify the aspects of your application that vary and separate them from what stays the same. By taking what varies and encapsulating it so it won t affect the rest of the code you end up with fewer unintended consequences from code changes and more flexibility in your systems! Design Principle: Program to an interface, not an implementation. Programming to an interface allows classes to interact without knowing any of the underlying implementation details. Design Principle: Favor composition over inheritance (HAS-A can be better than IS-A). Composition has many benefits, including allowing you to change behavior at runtime.
2 Observer Pattern The Observer Pattern defines a one-to-many dependency between objects so that when one object changes state, all of its depends are notified and updated automatically. OO Principles: Encapsulate what varies. Favor composition over inheritance. Program to interfaces, not implementations. Strive for loosely coupled designs between objects that interact Loosely coupled designs allow us to build flexible OO systems that can handle change because they minimize the interdependency between objects.
3 Decorator Pattern The Decorator Pattern attaches additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality. Design Principle: Open-Closed Principle: Classes should be open for extension, but closed for modification.
4 Factory Pattern The Factory Method Pattern defines an interface for creating an object, but lets subclasses decide which class to instantiate. Factory method lets a class defer instantiation to subclasses. Dependency Inversion Principle: Depend upon abstractions. Do not depend upon concrete classes. The Abstract Factory Pattern provides an interface for creating families of related or dependent objects without specifying their concrete classes.
5 Singleton Pattern The Singleton Pattern ensures a class has only one instance, and provides a global point of access to it. Multithreading: Expensive: add synchronized keyword to getinstance() signature. Improving Multithreading: 1.) Do nothing if getinstance() isn t critical to your application. 2.) Move to an eagerly created instance rather than a lazily created one. 3.) Use double-checked locking to reduce the use of synchronization in getinstance().
6 Command Pattern The Command Pattern encapsulates a request as an object thereby letting you paramertize other objects with different request, queue or log requests, and support undoable operations.
7 Adapter and Façade Patterns The Adapter Pattern converts the interface of a class into another interface the clients expect. Adapter lets classes work together that couldn t otherwise because of incompatible interfaces. Object Adapter: Class Adapter: The Façade Pattern provides a unified interface to a set of interfaces in a subsystem. Façade defines a higher-level interface that makes the subsystem easier to use. Principle of Least Knowledge: Talk only to your immediate friends.
8 Template Method Pattern The Template Method Pattern defines the skeleton of an algorithm in a method, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm s structure The Hollywood Principle: Don t call us, we ll call you.
9 Iterator and Composite Patterns The Iterator Pattern provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation. It also places the task of the traversal on the iterator object, not on the aggregate, which simplifies the aggregate interface and implementation and places the responsibility where it should be. Single Responsibility Principle: A class should have only one reason to change. Every responsibility of a class is an area of potential change. More than one responsibility means more than one area of change. The Composite Pattern allows you to compose objects into tree structures to represent par-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
10 State Pattern The State Pattern allows an object to alter its behavior when its internal state changes. The object will appear to change its class.
11 Proxy Pattern The Proxy Pattern provides a surrogate or placeholder for another object to control access to it. Use the proxy pattern to create a representative object that controls access to another object, which may be remote, expensive to create, or in need of securing. Firewall Proxy controls access to a set of network resources, protecting the subject from bad clients. Smart Reference Proxy provides additional actions whenever a Dynamic (Protection) Proxy subject is referenced, such as counting the number of references to an object. Caching Proxy provides temporary storage for results of operations that are expensive. It can also allow multiple clients to share the results to reduce computation or network latency. Synchronization Proxy provides safe access to a subject from multiple threads. Complexity Hiding Proxy hides the complexity of and controls access to a complex set of classes. This is sometimes called the Façade Proxy for obvious reasons. The Complexity Hiding Proxy differs from the Façade Pattern in that the proxy controls access, while the Façade Pattern just provides an alternative interface. Copy-On-Write Proxy controls the copying of an object by deferring the copying of an object until it is required by a client. This is a variant of the Virtual Proxy.
12 Compound Patterns Compound Patterns combine two or more patters into a solution that solves a recurring or general problem. Patterns are often used together and combined within the same design solution.
13 Patterns in the Real World A Pattern is a solution to a problem in a context. The context is the situation in which the pattern applies. This should be a recurring situation. The problem refers to the goal you are trying to achieve in this context, but it also refers to any constraints that occur in the context. The solution is what you re after: a general design that anyone can apply which resolves the goal and set of constraints. Creational Patterns involve object instantiation and all provide a way to decouple a client from the objects it needs to instantiate. Any pattern that is a Behavioral Pattern is concerned with how classes and objects interact and distribute responsibility. Structural Patterns let you compose classes or objects into larger structures. Creational Behavioral Structural Singleton Template Method Proxy Builder Iterator Façade Factory Method Command Composite Abstract Factory Observer Decorator Prototype State Adapter Strategy Bridge Chain of Responsibility Flyweight Interpreter Visitor Mediator Memento Keep it simple (KISS): Your goal should be simplicity, not how can I apply a pattern to this problem. A shared vocabulary is one of the greatest benefits of design patterns. Architectural Patterns are used to create the living, vibrant architecture of buildings, towns, and cities. This is where patterns got their start. Application Patterns are patterns for creating system level architecture. Many multi-tier architectures fall into this category. Domain-Specific Patterns are patterns that concern problems in specific domains, like concurrent systems or real-time systems. Business Process Patterns describe the interaction between businesses, customers, and data, and can be applied to problems such as how to effectively make and communicate decision. Organizational Patterns describe the structures and practices of human organizations. Most efforts to date have focused on organizations that produce and/or support software. User Interface Design Patterns address the problems of how to design interactive software programs. An Anti-Pattern tells how to go from a problem to a BAD solution. An anti-pattern always looks like a good solution, but then turns out to be a bad solution when it is applied.
14 Leftover Patterns Use the Bridge Pattern to vary not only your implementations, but also your abstractions. Use the Builder Pattern to encapsulate the construction of a product and allow it to be constructed in steps. Use the Chain of Responsibility Pattern when you want to give more than one object a chance to handle a request. Use the Flyweight Pattern when one instance of a class can be used to provide many virtual instances. Use the Interpreter Pattern to build an interpreter for a language. Use the Mediator Pattern to centralize complex communications and control between related objects. Use the Memento Pattern when you need to be able to return an object to one of its previous states; for instance, if your users requests an undo. Use the Prototype Pattern when creating an instance of a given class is either expensive or complicated. The Prototype Pattern allows you to make new instances by copying existing instances. Use the Visitor Pattern when you want to add capabilities to a composite of objects and encapsulation is not important.
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