Basic knowledge of the Design Pattern.





A software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code. It is a description or template for how to solve a problem that can be used in many different situations. Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system.

Object-oriente design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages, some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented languages.
Design patterns may be viewed as a structured approach to computer programming intermediate between the levels of a programming paradigm and a concrete   algorithm.

  
 These   are  types  of  design   patterns .    

   

Creational patterns[edit]

Name
Description
Other
Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
Yes
Yes
N/A
Separate the construction of a complex object from its representation, allowing the same construction process to create various representations.
Yes
No
N/A
A class accepts the objects it requires from an injector instead of creating the objects directly.
No
No
N/A
Define an interface for creating a single object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.
Yes
Yes
N/A
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. This pattern appears in the GoF catalog as "virtual proxy", an implementation strategy for the Proxy pattern.
Yes
No
PoEAA[14]
Ensure a class has only named instances, and provide a global point of access to them.
No
No
N/A
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
N/A
Specify the kinds of objects to create using a prototypical instance, and create new objects from the 'skeleton' of an existing object, thus boosting performance and keeping memory footprints to a minimum.
Yes
No
N/A
Ensure that resources are properly released by tying them to the lifespan of suitable objects.
No
No
N/A
Ensure a class has only one instance, and provide a global point of access to it.
Yes
Yes
N/A
Name
Description
Other
Adapter, 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
N/A
Decouple an abstraction from its implementation allowing the two to vary independently.
Yes
Yes
N/A
Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
Yes
Yes
N/A
Attach additional responsibilities to an object dynamically keeping the same interface. Decorators provide a flexible alternative to subclassing for extending functionality.
Yes
Yes
N/A
Extension object
Adding functionality to a hierarchy without changing the hierarchy.
No
No
Agile Software Development, Principles, Patterns, and Practices[15]
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
N/A
Use sharing to support large numbers of similar objects efficiently.
Yes
No
N/A
The pattern relates to the design of Web applications. It provides a centralized entry point for handling requests.
No
No
J2EE Patterns[16] PoEAA[17]
Empty interface to associate metadata with a class.
No
No
Group several related elements, such as classes, singletons, methods, globally used, into a single conceptual entity.
No
No
N/A
Provide a surrogate or placeholder for another object to control access to it.
Yes
No
N/A
Twin allows modeling of multiple inheritance in programming languages that do not support this feature.
No
No
N/A
Name
Description
Other
Artificial intelligence pattern for combining disparate sources of data (see blackboard system)
No
No
N/A
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
N/A
Encapsulate a request as an object, thereby allowing for the parameterization of clients with different requests, and the queuing or logging of requests. It also allows for the support of undoable operations.
Yes
No
N/A
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
N/A
Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
Yes
Yes
N/A
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 allows their interaction to vary independently.
Yes
No
N/A
Without violating encapsulation, capture and externalize an object's internal state allowing the object to be restored to this state later.
Yes
No
N/A
Avoid null references by providing a default object.
No
No
N/A
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
N/A
Define common functionality for a group of classes.
No
No
N/A
Recombinable business logic in a Boolean fashion.
No
No
N/A
Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
Yes
No
N/A
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
N/A
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
N/A
Represent an operation to be performed on the elements of an object structure. Visitor lets a new operation be defined without changing the classes of the elements on which it operates.
Yes
No
N/A
Name
Description
Other
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
N/A
Only execute an action on an object when the object is in a particular state.
No
N/A
Combining multiple observers to force properties in different objects to be synchronized or coordinated in some way.[21]
No
N/A
The same calculation many times in parallel, differing by integer parameters used with non-branching pointer math into shared arrays, such as GPU-optimized Matrix multiplication or Convolutional neural network.
No
N/A
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 locking logic proceed.
Can be unsafe when implemented in some language/hardware combinations. It can therefore sometimes be considered an anti-pattern.
Yes
N/A
Addresses problems with the asynchronous pattern that occur in multithreaded programs.[22]
No
N/A
Manages operations that require both a lock to be acquired and a precondition to be satisfied before the operation can be executed.
No
N/A
Join-pattern provides a way to write concurrent, parallel and distributed programs by message passing. Compared to the use of threads and locks, this is a high-level programming model.
No
N/A
One thread puts a "lock" on a resource, preventing other threads from accessing or modifying it.[23]
No
PoEAA[14]
Allows the interchange of information (i.e. messages) between components and applications.
No
N/A
An object whose methods are subject to mutual exclusion, thus preventing multiple objects from erroneously trying to use it at the same time.
Yes
N/A
A reactor object provides an asynchronous interface to resources that must be handled synchronously.
Yes
N/A
Allows concurrent read access to an object, but requires exclusive access for write operations.
No
N/A
Explicitly control when threads may execute single-threaded code.
No
N/A
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
N/A
Static or "global" memory local to a thread.
Yes
N/A

Basic knowledge of the Design Pattern.  Basic   knowledge    of the  Design Pattern. Reviewed by Mukesh Jha on 11:25 PM Rating: 5

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