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Software Design Patterns

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Prototype

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Specifies the kind of object to create using a prototypical instance, and create new objects by copying this prototype.

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Proxy

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Provides a surrogate or placeholder for another object to control access to it.

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Iterator

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Provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation.

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Facade

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Provides a simplified interface to a complex subsystem.

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Composite

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Lets clients treat individual objects and compositions of objects uniformly.

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Interpreter

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Defines a representation for a language's grammar along with an interpreter that uses the representation to interpret sentences in the language.

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Mediator

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Defines an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly.

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State

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Allows an object to alter its behavior when its internal state changes. The object will appear to change its class.

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Strategy

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Defines a family of algorithms, encapsulates each one, and makes them interchangeable. Strategy lets the algorithm vary independently from clients that use it.

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Template Method

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Defines the scaffold of an algorithm in a method, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.

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Abstract Factory

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Provides an interface for creating families of related or dependent objects without specifying their concrete classes.

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Factory Method

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Defines an interface for creating an object, but lets subclasses alter the type of objects that will be created.

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Flyweight

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Uses sharing to support large numbers of fine-grained objects efficiently.

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Observer

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Defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.

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Singleton

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Ensures a class has only one instance and provides a global point of access to it.

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Builder

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Separates the construction of a complex object from its representation, allowing the same construction process to create different representations.

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Command

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Turns a request into a stand-alone object that contains all information about the request. This allows the request to be queued or logged and provides additional functionalities such as undoable operations.

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Decorator

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Attaches additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.

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Adapter

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Allows the interface of an existing class to be used as another interface.

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Bridge

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Decouples an abstraction from its implementation so that the two can vary independently.

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Chain of Responsibility

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Passes a request along a chain of handlers. Upon receiving a request, each handler decides either to process the request or to pass it to the next handler in the chain.

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Memento

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Allows an object to save and restore the previous state of an object without revealing the details of its implementation.

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