Design Patterns: Elements of Reusable Object-Oriented Software, is a software engineering book describing recurring solutions to common problems in software design. The book's authors are ErichGamma?, RichardHelm?, RalphJohnson? and JohnVlissides? with a foreword by GradyBooch?.

The following list of patterns is copied from

  • Creational
    1. Abstract Factory - groups object factories that have a common theme.
    2. Builder - constructs complex objects by separating construction and representation.
    3. Factory Method - creates objects without specifying the exact class to create.
    4. Prototype - creates objects by cloning an existing object.
    5. Singleton - restricts object creation for a class to only one instance.
  • Structural
    1. Adapter - allows classes with incompatible interfaces to work together by wrapping its own interface around that of an already existing class.
    2. Bridge - decouples an abstraction from its implementation so that the two can vary independently.
    3. Composite - composes zero-or-more similar objects so that they can be manipulated as one object.
    4. Decorator - dynamically adds/overrides behaviour in an existing method of an object.
    5. Facade - provides a simplified interface to a large body of code.
    6. Flyweight - reduces the cost of creating and manipulating a large number of similar objects.
    7. Proxy - provides a placeholder for another object to control access, reduce cost, and reduce complexity.
  • Behavioral
    1. Chain of responsibility - delegates commands to a chain of processing objects.
    2. Command - creates objects which encapsulate actions and parameters.
    3. Interpreter - implements a specialized language.
    4. Iterator - accesses the elements of an object sequentially without exposing its underlying representation.
    5. Mediator - allows loose coupling between classes by being the only class that has detailed knowledge of their methods.
    6. Memento - provides the ability to restore an object to its previous state (undo).
    7. Observer - is a publish/subscribe pattern which allows a number of observer objects to see an event.
    8. State - allows an object to alter its behavior when its internal state changes.
    9. Strategy - allows one of a family of algorithms to be selected on-the-fly at runtime.
    10. Template method - defines the skeleton of an algorithm as an abstract class, allowing its subclasses to provide concrete behavior.
    11. Visitor - separates an algorithm from an object structure by moving the hierarchy of methods into one object.

Last modified 5 years ago Last modified on May 26, 2014, 2:48:47 PM