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25 Cards in this Set
- Front
- Back
5 Creational Patterns
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1. The Factory Pattern
2. The Abstract Factory Pattern 3. The Builder Pattern 4. The Prototype Pattern 5. The Singleton Pattern |
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The Factory Pattern
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The Factory Method provides a simple decision making class that
returns one of several possible subclasses of an abstract base class depending on the data that are provided. |
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The Abstract Factory Pattern
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The Abstract Factory Method provides an interface to create and
return one of several families of related objects. |
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The Builder Pattern
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The Builder Pattern separates the construction of a complex object
from its representation, so that several different representations can be created depending on the needs of the program. |
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The Prototype Pattern
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The Prototype Pattern starts with an initialized and instantiated
class and copies or clones it to make new instances rather than creating new instances. |
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The Singleton Pattern
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The Singleton Pattern is a class of which there can be no more than
one instance. It provides a single global point of access to that instance. |
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7 Structural Patterns
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1. The Adapter Pattern
2. The Bridge Pattern 3. The Composite Pattern 4. The Decorator Pattern 5. The Façade Pattern 6. The Flyweight Pattern 7. The Proxy Pattern |
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The Adapter Pattern
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The Adapter pattern, used to change the interface of one class to that of
another one. |
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The Bridge Pattern
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The Bridge pattern, intended to keep the interface to your client program
constant while allowing you to change the actual kind of class you display or use. You can then change the interface and the underlying class separately. |
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The Composite Pattern
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The Composite pattern, a collection of objects, any one of which may be
either itself a Composite, or just a primitive object. |
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The Decorator Pattern
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The Decorator pattern, a class that surrounds a given class, adds new
capabilities to it, and passes all the unchanged methods to the underlying class. |
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The Façade Pattern
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The Façade pattern, which groups a complex object hierarchy and
provides a new, simpler interface to access those data. |
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The Flyweight Pattern
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The Flyweight pattern, which provides a way to limit the proliferation of
small, similar class instances by moving some of the class data outside the class and passing it in during various execution methods. |
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The Proxy Pattern
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The Proxy pattern, which provides a simple place-holder class for a more
complex class which is expensive to instantiate. |
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10 Behavior Patterns
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1. The Observer Pattern
2. The Mediator 3. The Chain of Responsibility 4. The Template Pattern 5. The Interpreter 6. The Strategy Pattern 7. The Visitor Pattern 8. The State Pattern 9. The Command Pattern 10. The Iterator Pattern |
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The Observer Pattern
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The Observer pattern defines the way a number of classes can be notified
of a change. |
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The Mediator
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The Mediator defines how communication between classes can be
simplified by using another class to keep all classes from having to know about each other. |
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The Chain of Responsibility
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The Chain of Responsibility allows an even further decoupling between
classes, by passing a request between classes until it is recognized. |
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The Template Pattern
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The Template pattern provides an abstract definition of an algorithm.
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The Interpreter
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The Interpreter provides a definition of how to include language elements
in a program. |
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The Strategy Pattern
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The Strategy pattern encapsulates an algorithm inside a class.
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The Visitor Pattern
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The Visitor pattern adds function to a class.
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The State Pattern
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The State pattern provides a memory for a class’s instance variables.
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The Command Pattern
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The Command pattern provides a simple way to separate execution of
command from the interface environment that produced it. |
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The Iterator Pattern
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The Iterator pattern formalizes the way we move through a list of data
within a class. |