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Design Pattern

A Patter is a soluction to a problem in a context.

  • The context, is the situation in witch 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 soluction, is what you're after: a general design tha anyone can apply which resolves the goal and set of constraints.

Patterns into categories:

Creational: Involve object instantiation and all provide a way to decouple a client from the objects it needs to instantiate.

  • Singleton
  • Builder
  • Prototype
  • Abstract Fatory
  • Factory Method

Structural: Let you compose classes or objects into larger structures.

  • Decorator
  • Composite
  • Flyweight
  • Adapter
  • Bridge
  • Facade
  • Proxy

Behavioral: Is concerned with how classes and objects interact and distribute responsibility.

  • Template Method
  • Command
  • Iterator
  • Observer
  • Strategy
  • State
  • Chain of Responsibility
  • Mememnto
  • Mediator
  • Visitor

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