There are times when you find something on the web and you go are that's useful! There are several reasons for this revelation, in this case it is a reminder that there are good ways and bad ways to write your code.
This
article is one of those salutary reminders that we can all do better. So I have posted a link to the here with a short synopsis so I can find it when I need to be reminded.
Design patterns provide solutions to common software design problems. In the case of
object-oriented programming,
design patterns are generally aimed at solving the problems of object
generation and interaction, rather than the larger scale problems of
overall software architecture. They give generalised solutions in the
form of templates that may be applied to real-world problems.
Design patterns are a powerful tool for software developers. However,
they should not be seen as prescriptive specifications for software. It
is more important to understand the concepts that design patterns
describe, rather than memorising their exact
classes,
methods and
properties.
It is also important to apply patterns appropriately. Using the
incorrect pattern for a situation or applying a design pattern to a
trivial solution can overcomplicate your code and lead to
maintainability issues.
The Gang of Four are the authors of the book, "Design Patterns: Elements of Reusable Object-Oriented Software".
This important book describes various development techniques and
pitfalls in addition to providing twenty-three object-oriented
programming design patterns. The four authors were
Erich Gamma,
Richard Helm,
Ralph Johnson and
John Vlissides.
The full article by
Richard Carr, is published at
http://www.blackwasp.co.uk/GofPatterns.aspx but the types of patterns he describes are listed here:
Creational Patterns
The first type of design pattern is the
creational pattern.
Creational patterns provide ways to instantiate single objects or groups
of related objects. There are five such patterns:
- Abstract Factory.
The abstract factory pattern is used to provide a client with a set of
related or dependant objects. The "family" of objects created by the
factory are determined at run-time.
- Builder.
The builder pattern is used to create complex objects with constituent
parts that must be created in the same order or using a specific
algorithm. An external class controls the construction algorithm.
- Factory Method. The factory pattern is used to replace class constructors, abstracting the process of object generation so that the type of the object instantiated can be determined at run-time.
- Prototype.
The prototype pattern is used to instantiate a new object by copying
all of the properties of an existing object, creating an independent
clone. This practise is particularly useful when the construction of a
new object is inefficient.
- Singleton.
The singleton pattern ensures that only one object of a particular
class is ever created. All further references to objects of the
singleton class refer to the same underlying instance.
Structural Patterns
The second type of design pattern is the
structural pattern. Structural patterns provide a manner to define relationships between classes or objects.
- Adapter.
The adapter pattern is used to provide a link between two otherwise
incompatible types by wrapping the "adaptee" with a class that supports
the interface required by the client.
- Bridge.
The bridge pattern is used to separate the abstract elements of a class
from the implementation details, providing the means to replace the
implementation details without modifying the abstraction.
- Composite.
The composite pattern is used to create hierarchical, recursive tree
structures of related objects where any element of the structure may be
accessed and utilised in a standard manner.
- Decorator.
The decorator pattern is used to extend or alter the functionality of
objects at run-time by wrapping them in an object of a decorator class.
This provides a flexible alternative to using inheritance to modify behaviour.
- Facade. The facade pattern is used to define a simplified interface to a more complex subsystem.
- Flyweight.
The flyweight pattern is used to reduce the memory and resource usage
for complex models containing many hundreds, thousands or hundreds of
thousands of similar objects.
- Proxy.
The proxy pattern is used to provide a surrogate or placeholder object,
which references an underlying object. The proxy provides the same
public interface as the underlying subject class, adding a level of
indirection by accepting requests from a client object and passing these
to the real subject object as necessary.