Mastering Design Patterns

Implementing design patterns in any language that you code keeps code clean, concise, and easy to maintain. Using design patterns establishes consistency that helps developers build and modify code safely and avoid common architecting problems. Being able to recognize design patterns expedites the process of understanding an existing system. Using design patterns improves code readability and testability, while making it more extensible and scalable easily.

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Course Curriculum:


You will discover some of the most useful, important and common design pattern, reusable code patterns that you can use to structure your program and perform common tasks. Includes lots of examples with full source code. In this course, instructor explains the purpose and effective use of 28 design patterns, including six Gang of Four design patterns. Gang of Four patterns fall under three categories: structural, creational, and behavioral. Instructor helps you learn about select patterns from each category. He describes each pattern and demonstrates how programmers can leverage them in real-world applications.

This reference has been prepared for the experienced developers to provide best solutions to certain problems faced during software development and for unexperienced developers to learn software design in an easy and faster way.

Before you start proceeding with this tutorial, we make an assumption that you are already aware of the basic concepts of programming.

1. Creational design patterns

Creational design patterns These design patterns are all about class instantiation. This pattern can be further divided into class-creation patterns and object-creational patterns. While class-creation patterns use inheritance effectively in the instantiation process, object-creation patterns use delegation effectively to get the job done.
  • Abstract Factory
 Creates an instance of several families of classes
  • Builder
 Separates object construction from its representation
  • Factory Method 

Creates an instance of several derived classes
  • Object Pool
 Avoid expensive acquisition and release of resources by recycling objects that are no longer in use
  • Prototype
 A fully initialized instance to be copied or cloned
  • Singleton
A class of which only a single instance can exist

2. Structural design patterns

These design patterns are all about Class and Object composition. Structural class-creation patterns use inheritance to compose interfaces. Structural object-patterns define ways to compose objects to obtain new functionality.
  • Adapter
 Match interfaces of different classes
  • Composite
A tree structure of simple and composite objects
  • Decorator
Add responsibilities to objects dynamically
  • FacadeA single class that represents an entire subsystem
  • Flyweight
A fine-grained instance used for efficient sharing
  • Private Class Data
 Restricts accessor/mutator access
  • Proxy
An object representing another object

3.Behavioral design patterns

These design patterns are all about Class's objects communication. Behavioral patterns are those patterns that are most specifically concerned with communication between objects.
  • Chain of responsibility A way of passing a request between a chain of objects
  • Command Encapsulate a command request as an object
  • Interpreter A way to include language elements in a program
  • Iterator Sequentially access the elements of a collection
  • Mediator Defines simplified communication between classes
  • Memento Capture and restore an object's internal state
  • Null Object Designed to act as a default value of an object
  • Observer A way of notifying change to a number of classes
  • State Alter an object's behavior when its state changes
  • Strategy Encapsulates an algorithm inside a class
  • Template method Defer the exact steps of an algorithm to a subclass
  • Visitor Defines a new operation to a class without change

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