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    Go Back
    Explain the catalog of Design pattern? - EngineersHub
    Go Back
    Question
    KURVA SHEKER
    4 years ago
    1 Answer(s) posted Write an answer 6994
    Answer
    Read Mode
    Answer posted by Arunbavu Arun
    4 years ago

    1.ABSTRACT FACTORY:

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

     2.Adapter:

                Adapter lets classes work together that couldn't otherwise because of incompatible interfaces.

    3.Bridge:

          Decouple (separate) the abstraction from its implementation so that the two can vary independently.

    4.Builder:Separate (hide) the construction process from its representation so that the same construction process can create different representations.

    5.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.

    6.Command:

    Encapsulate a request as an object which allows us to parametrize the clients with different requests and support undoable operations.

    7.Composite:

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

    8.Decorator:

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

    9.Facade:

    Provide a uniform interface for a set of interfaces in a subsystem. Facade defines a higher level interface to make the subsystem easier to use.

    10.Factory Method:

    Defines an interface to create an object, but lets subclasses decide which class to instantiate. Factory Method lets a class differ instantiation to subclasses.

     11.Flyweight:

           Use sharing to support large numbers of fine-grained objects efficiently.

    12.Interpreter:

    Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.

    13.Iterator:

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

    14.Mediator:

    Define an object that encapsulates how a set of objects interact.

    15.Memento:

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

    16.Observer:

    Defines a one-to-many dependency between objects so that if one object changes its state, it will notify the change to all other objects and update automatically.

    17.Prototype:

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

    18.Proxy:

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

    19.Singleton:

    Ensure a class has only one object and a global point of access to that object.

    20.State:

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

    21.Strategy:

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

    22.Template Method:

    Define the skeleton of an algorithm in an operation, deferring some steps to sub classes.

    23.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.

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    X
    Explain the catalog of Design pattern?
    X
    Explain the catalog of Design pattern?

    1.ABSTRACT FACTORY:

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

     2.Adapter:

                Adapter lets classes work together that couldn't otherwise because of incompatible interfaces.

    3.Bridge:

          Decouple (separate) the abstraction from its implementation so that the two can vary independently.

    4.Builder:Separate (hide) the construction process from its representation so that the same construction process can create different representations.

    5.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.

    6.Command:

    Encapsulate a request as an object which allows us to parametrize the clients with different requests and support undoable operations.

    7.Composite:

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

    8.Decorator:

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

    9.Facade:

    Provide a uniform interface for a set of interfaces in a subsystem. Facade defines a higher level interface to make the subsystem easier to use.

    10.Factory Method:

    Defines an interface to create an object, but lets subclasses decide which class to instantiate. Factory Method lets a class differ instantiation to subclasses.

     11.Flyweight:

           Use sharing to support large numbers of fine-grained objects efficiently.

    12.Interpreter:

    Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.

    13.Iterator:

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

    14.Mediator:

    Define an object that encapsulates how a set of objects interact.

    15.Memento:

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

    16.Observer:

    Defines a one-to-many dependency between objects so that if one object changes its state, it will notify the change to all other objects and update automatically.

    17.Prototype:

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

    18.Proxy:

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

    19.Singleton:

    Ensure a class has only one object and a global point of access to that object.

    20.State:

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

    21.Strategy:

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

    22.Template Method:

    Define the skeleton of an algorithm in an operation, deferring some steps to sub classes.

    23.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.

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