Tuesday, February 21, 2012

What is a Design Pattern OR Describe Design Pattern

"A Design Pattern is a general repeatable solution to a commonly occurring problem in software design"

In other words we can say: Design Pattern is not a finished design that can be transformed directly into code but It is a description or template for how to solve a problem that can be used in many different situations.


Design patterns help you choose design alternatives that make a system reusable and avoid alternatives that compromise re-usability.

There are three basic kinds of design patterns:
  • Creational
  • Structural
  • Behavioral
Structural patterns generally deal with relationships between entities, making it easier for these entities to work together. 

Creational Design Patterns deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. The basic form of object creation could result in design problems or added complexity to the design. Creational Design Patterns solve this problem by somehow controlling this object creation.

Behavioral patterns are used in communications between entities and make it easier and more flexible for these entities to communicate.



Creational Patterns
  Creates an instance of several families of classes
  Separates object construction from its representation
  Creates an instance of several derived classes
  A fully initialized instance to be copied or cloned
  A class of which only a single instance can exist


  Structural Patterns
  Match interfaces of different classes
  Bridge
  Separates an object’s interface from its implementation
  A tree structure of simple and composite objects
  Add responsibilities to objects dynamically
  Facade
  A single class that represents an entire subsystem
  A fine-grained instance used for efficient sharing
  Proxy
  An object representing another object

  Behavioral Patterns
  A way of passing a request between a chain of objects
  Encapsulate a command request as an object
  A way to include language elements in a program
  Sequentially access the elements of a collection
  Defines simplified communication between classes
  Capture and restore an object's internal state
  A way of notifying change to a number of classes
  State
  Alter an object's behavior when its state changes
  Encapsulates an algorithm inside a class
  Defer the exact steps of an algorithm to a subclass
  Defines a new operation to a class without change

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