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Design Patterns Chart

The document outlines various design patterns categorized into Creational, Structural, and Behavioral types. Each pattern is briefly described with its purpose, such as Singleton for ensuring a single instance, Factory Method for object instantiation, and Observer for monitoring changes. This serves as a guide for selecting appropriate design patterns based on specific programming challenges.

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Amit Sanghvi
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0% found this document useful (0 votes)
5 views2 pages

Design Patterns Chart

The document outlines various design patterns categorized into Creational, Structural, and Behavioral types. Each pattern is briefly described with its purpose, such as Singleton for ensuring a single instance, Factory Method for object instantiation, and Observer for monitoring changes. This serves as a guide for selecting appropriate design patterns based on specific programming challenges.

Uploaded by

Amit Sanghvi
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

When to Use Which Design Pattern

4
-k Singleton Makes sure there is just one instance.

ifc Factory Method Assigns subclasses the task of instantiating objects.


Creational
If the Problem is related to Constructs related object families without defining their
£ Abstract Factory
concrete classes.
Object Creation.

£ Prototype Clones objects to provide a template example,

Builder Helps in building the complex objects step by stop.

© Adapter Acts as a bridge between two incompatible interfaces

4+ Bridge Separates the abstraction from the implementation.

Composite Handles single and composite objects equally.

(P Decorator Adds behaviors to objects dynamically.

fe Facade Helps in Simplifying the complex system interfaces.

Shares common parts of state between multiple objects to


Flyweight reduce memory.

Controls the access to an object.


Proxy

Observer Observes and notifies changes in multiple objects.

e Strategy Encapsulates the interchangeable algorithms.


Structural ------------>
r Command Encapsulates requests as objects for decoupled execution.
If the Problem is related to Object State It Changes the behavior of object with internal state.
Assembly.
Behavioral — Visitor It separates algorithms from objects.
If the Problem is related to
Object Interactions. * Memento Pattern to manage object state and actions.

Iterator It Sequentially accesses the elements of a collection.

f Mediator Central controller managing communication between objects.


t chain of Responsibility Pass request through handlers until one handles it.
S Template Method Defines the skeleton of an algorithm.

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