Overview of design patterns

overview design patterns


brief introduction


Design patterns are based on some form of best practice , Can better achieve code reuse , Easier to understand 、 More reliable , Each design pattern describes a class of recurring problems and core solutions .

type


  1. Create pattern
    Only the creation method is provided, not the creation logic , Not directly new Keyword instantiation object , Determine the type of object to be provided according to the requirements .
    The specific model : Factory mode (Factory Pattern), Abstract factory pattern (Abstract Factory Pattern), The singleton pattern (Singleton Pattern), Builder pattern (Builder Pattern), Archetypal model (Prototype Pattern).
  2. Structural mode
    Class structure model and object structure model , Class structure model uses inheritance mechanism to organize interfaces and classes , The object structure model combines objects by composition and aggregation . Meet the principle of composite reuse .
    The specific model : Adapter pattern (Adapter Pattern), Bridging mode (Bridge Pattern), Filter mode (Filter、Criteria Pattern), Portfolio model (Composite Pattern), Decorator mode (Decorator Pattern), Appearance mode (Facade Pattern), The flyweight pattern (Flyweight Pattern), The proxy pattern (Proxy Pattern).
  3. Behavioral patterns
    Describe the complex process control when a program is running , That is to cooperate with multiple objects to complete tasks that cannot be completed by a single object , Designing algorithms and assigning responsibilities among objects . The specific model : The chain of responsibility model (Chain of Responsibility Pattern), Command mode (Command Pattern), Interpreter mode (Interpreter Pattern) Iterator pattern (Iterator Pattern), Intermediary model (Mediator Pattern), Memo mode (Memento Pattern), Observer mode (Observer Pattern), The state pattern (State Pattern), Empty object mode (Null Object Pattern), The strategy pattern (Strategy Pattern), Template pattern (Template Pattern), Visitor mode (Visitor Pattern).

principle


  1. Opening and closing principle
    Open expansion , Close changes , Using interfaces and abstract classes , The key step is abstraction .
  2. Richter substitution principle
    If the base class can, then the subclass must , It's an abstract specification .
  3. Dependence Inversion Principle
    Programming to an interface .
  4. Interface isolation principle
    Multiple isolated interfaces are better than a single interface , Reduce coupling between classes .
  5. Least known principle
    Entities should interact with other entities as little as possible .
  6. Synthetic multiplexing
    Try to use composition and aggregation instead of inheritance .
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