Facade Pattern: A single class that represents the entire system. It is needed when one simple action needs many other action behind the scenes.
Example: A withdrawal from bank includes following actions
- Check if account is valid
- Check if Pin is valid
- Check if Amount is sufficient
- Make changes accordingly
Continue reading “Facade Design Pattern”
Builder design Pattern: This pattern is used when objects construction should be separate from its representation, so that same construction process can create different representation. Continue reading “Builder design Pattern”
Prototype Design Pattern: This pattern is used when objects or instances are created by cloning other object or instances. It allows to add any sub class instance of known super class instance. It is used when there are numerous potential classes , that are ready to use when needed.
It falls under creational design pattern. Continue reading “Prototype Design Pattern”
Chain of Responsibility Pattern: chain-of-responsibility pattern is a design pattern consisting of a source of command objects and a series of processing objects.
In other words, when a request can be handled by giving more than one object a chance to handle the request. Continue reading “Chain of Responsibility Pattern”
Singleton Pattern: This pattern is used you want to eliminate the option of instantiating more than one object. It means one and only one instance of the class can be instantiated.
In other words, Singleton pattern is used when, A single instance of a class is required in the application and the class itself is able to enforce the single instance on itself. The rest of the system need not worry about managing the single instance. Continue reading “Singleton Pattern”
Factory Pattern: When a method returns instance one of several possible classes on runtime, bases on input parameters. All these classes must share a common super class.
Factoy Pattern falls under Creational Design Pattern. Continue reading “Factory and Abstract Factory Pattern”
Design Pattern: As the name suggests, design patterns are set of patterns used in software design, which provide solution to a commonly occurring problem. Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system.
In other words, Design patterns are structured approach to computer programming and its architecture.
Patterns are about reusable designs and interactions of objects.
Gang of Four: The 23 Gang of Four (GoF) patterns are generally considered the foundation for all other patterns. They are categorized in three groups: Creational, Structural, and Behavioral (for a complete list see below). Continue reading “Design Patterns and Gang of Four”