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A project on implementation of various Design Patterns in Java

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DesignPattern

A project on description of various Design Patterns

Abstract Factory-

Provide an interface for creating families of related or dependent objects without specifying their concrete classes.

Adapter-

Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces.

Bridge-

Decouple an abstraction from its implementation so that the two can vary independently.

Builder-

Separate the construction of a complex object from its representation so that the same construction process can create different representations.

Chain of Responsibility-

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.

Command-

Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.

Composite-

Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.

Decorator-

Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.

Facade-

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.

Factory-

Method Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.

Flyweight-

Use sharing to support large numbers of fine-grained objects efficiently. Interpreter Given a language, define a represention for its grammar along with an interpreter that uses the representation to interpret sentences in the language.

Iterator-

Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.

Mediator-

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 lets you vary their interaction independently.

Memento-

Without violating encapsulation, capture and externalize an object's internal state so that the object can be restored to this state later.

Observer-

Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.

Prototype-

Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.

Proxy-

Provide a surrogate or placeholder for another object to control access to it.

Singleton-

Ensure a class only has one instance, and provide a global point of access to it.

State-

Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.

Strategy-

Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.

Template Method-

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.

Visitor-

Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.

References:-

  1. Design Patterns: Elements of Reusable Object-Oriented Software - Gang of Four https://drive.google.com/open?id=1RiykErHqRbGE8v4UxVYk-GlzXqSEvAES

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