Difference between revisions of "Design Patterns"

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==[[Enterprise Integration Design Patterns]]==
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In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code. It is a description or template for how to solve a problem that can be used in many different situations. Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system.
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Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages, some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented languages.
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Design patterns may be viewed as a structured approach to computer programming intermediate between the levels of a programming paradigm and a concrete algorithm. for more..[https://en.wikipedia.org/wiki/Software_design_pattern].
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==Classification and list==
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===Creational patterns===
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===Structural patterns===
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===Behavioral patterns===
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===Concurrency patterns===
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Design patterns represent the best practices used by experienced object-oriented software developers. Design patterns are solutions to general problems that software developers faced during software development. These solutions were obtained by trial and error by numerous software developers over quite a substantial period of time.
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==Gang of Four (GOF)==
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==Design Patterns==
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===Creational===
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===Structural===
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===[[Enterprise Integration Design Patterns]]===

Revision as of 08:37, 6 June 2018

In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code. It is a description or template for how to solve a problem that can be used in many different situations. Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system.

Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages, some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented languages.

Design patterns may be viewed as a structured approach to computer programming intermediate between the levels of a programming paradigm and a concrete algorithm. for more..[1].

Classification and list

Creational patterns

Structural patterns

Behavioral patterns

Concurrency patterns

Design patterns represent the best practices used by experienced object-oriented software developers. Design patterns are solutions to general problems that software developers faced during software development. These solutions were obtained by trial and error by numerous software developers over quite a substantial period of time.


Gang of Four (GOF)

Design Patterns

Creational

Structural

Enterprise Integration Design Patterns