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The Gang of Four (GOF) Design Patterns refer to a set of 23
classic software design patterns that were introduced in the
book "Design Patterns: Elements of Reusable Object-Oriented Software" by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, often referred to as the "Gang of Four." These patterns are categorized into three main groups: Creational, Structural, and Behavioral patterns. Each pattern addresses a specific recurring design problem in software development and provides a proven solution or template to solve it.
Creational Patterns
Creational patterns focus on object creation mechanisms,
trying to create objects in a manner suitable to the situation. They abstract the instantiation process and make a system independent of how its objects are created, composed, and represented.
1. Singleton Pattern: Ensures a class has only one
instance and provides a global point of access to it. 2. Factory Method Pattern: Defines an interface for creating an object, but lets subclasses decide which class to instantiate. 3. Abstract Factory Pattern: Provides an interface for creating families of related or dependent objects without specifying their concrete classes. 4. Builder Pattern: Separates the construction of a complex object from its representation, allowing the same construction process to create various representations. 5. Prototype Pattern: Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.
Structural Patterns
Structural patterns are concerned with how classes and objects
are composed to form larger structures. 1. Adapter Pattern: Converts the interface of a class into another interface clients expect. Allows classes to work together that could not otherwise because of incompatible interfaces. 2. Bridge Pattern: Decouples an abstraction from its implementation so that the two can vary independently. 3. Composite Pattern: Composes objects into tree structures to represent part-whole hierarchies. Allows clients to treat individual objects and compositions of objects uniformly. 4. Decorator Pattern: Attaches additional responsibilities to an object dynamically. Provides a flexible alternative to subclassing for extending functionality. 5. Facade Pattern: Provides a unified interface to a set of interfaces in a subsystem. Defines a higher-level interface that makes the subsystem easier to use. 6. Flyweight Pattern: Uses sharing to support large numbers of fine-grained objects efficiently. 7. Proxy Pattern: Provides a surrogate or placeholder for another object to control access to it.
Behavioral Patterns
Behavioral patterns are concerned with algorithms and the
assignment of responsibilities between objects.
1. 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. 2. Command Pattern: Encapsulates a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations. 3. Interpreter Pattern: Defines a representation for grammar of a language and provides an interpreter to interpret sentences in the language. 4. Iterator Pattern: Provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation. 5. Mediator Pattern: Defines an object that encapsulates how a set of objects interact. Promotes loose coupling by keeping objects from referring to each other explicitly. 6. Memento Pattern: Without violating encapsulation, captures and externalizes an object's internal state so that the object can be restored to this state later. 7. Observer Pattern: Defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. 8. State Pattern: Allows an object to alter its behavior when its internal state changes. The object will appear to change its class. 9. Strategy Pattern: Defines a family of algorithms, encapsulates each one, and makes them interchangeable. Lets the algorithm vary independently from clients that use it. 10. Template Method Pattern: Defines the skeleton of an algorithm in a method, deferring some steps to subclasses. Allows subclasses to redefine certain steps of an algorithm without changing the algorithm's structure. 11. Visitor Pattern: Represents an operation to be performed on the elements of an object structure. Allows you to define a new operation without changing the classes of the elements on which it operates.
Application of GOF Design Patterns
• Reusable Solutions: GOF patterns provide reusable
solutions to common problems in software design, promoting code reuse and maintainability. • Common Vocabulary: They establish a common vocabulary and standard way of describing design problems and solutions, facilitating communication among developers. • Proven Practices: These patterns are based on proven practices and principles of object-oriented design, making them reliable and widely applicable.