Describe the design pattern in one sentence

Describe the design pattern in one sentence

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As the title says, actually, I think this is very difficult.

Unless - just to give yourself a reminder, so that you can quickly recall the memories of this design pattern at a glance.

The following is a summary of my notes when I was studying "Design Patterns in Big Words", some of which are from its author Cheng Jie. (Thank you very much for building such a smooth learning channel for the mysterious design pattern)

1. Creation type:

(1) Singleton: Consider when only one instance is required.

(2) Factory method: The factory method is generally used first to solve the object creation problem.

(3) Abstract Factory: When the factory method cannot meet multiple series of problems, it is refactored into an abstract factory.

(4) Builder: The construction implementation of multiple components is the same, but the required components and construction order are different.

(5) Prototype: considered when the initialization information does not change.

2. Structural type:

(1) Adapter: Allow classes with incompatible interfaces to work together. (Fixing the barn door after the sheep have been bolted)

(2) Decoration: Dynamically add additional responsibilities to a single object, which is more flexible than generating subclasses.

(3) Bridging: Change the inheritance relationship to a combination relationship so that the two can change independently. (Prepare for a rainy day)

(4) Combination: Use a tree structure to represent the hierarchical relationship of "whole-part" so that the use of single objects (leaf nodes) and combined objects (branch nodes) is consistent.

(5) Flyweight: It uses sharing technology to support a large number of fine-grained objects and save costs.

(6) Proxy: Controls access to a single object.

(7) Appearance: The high-level interface of the subsystem, avoiding third parties in the direct relationship between two classes.

3. Behavioral:

(1) Observer: One-to-many dependency relationship. If one end changes, multiple ends are notified and automatically updated. (The target and observer can achieve weak coupling)

(2) Template method: inheritance + rewriting solves the problem of code duplication.

(3) Command: Decouple the request sender from the specific implementer, and can queue, cancel, and redo requests to support transactions. (Multiple requests, single processing)

(4) Chain of responsibility: Arrange the handlers into a chain and pass the request along the chain. (Single request, multiple handlers)

(5) State: When the state within an object changes and different operations are performed, the state transfer logic is not in the if/switch, but between subclasses. It is easier to add/modify states and state transitions.

(6) Interpreter: If a particular problem occurs frequently enough, it is necessary to define the grammar representation and the interpreter itself.

(7) Mediator: The mediator encapsulates a series of object interactions, reduces coupling between objects, and facilitates reuse. (Many friends)

(8) Visitors: Consider when the Elements are relatively stable and Visitors are easy to increase. (Friends are more about quality than quantity)

(9) Strategy: Encapsulate a series of algorithms one by one and make them interchangeable, making them easy to switch, understand, and expand.

(10) Memo: It does not destroy encapsulation, but takes the state of the object into account and requires that the state be restored. (Maintain encapsulation boundaries)

(11) Iterator: Separate the access and traversal of a collection from the collection object into the iterator.

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