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dp1-behavioral's Introduction

Design Patterns 1 - Behavioral

My notes from The Ultimate Design Patterns: Part 1 course.

Patterns

  1. Memento

    Allows restoring an object to a previous state.

  2. State

    Allows an object to behave differently depending on the state it is in.

  3. Iterator

    Allows iterating over an object without having to expose the object’s internal structure (which may change in the future).

  4. Strategy

    Allows passing different algorithms (behaviours) to an object.Allows defining a template (skeleton) for an operation. Specific steps will then be implemented in subclasses.

  5. Template Method
  6. Command

    Allows decouple a sender from a receiver. The sender will talk to the receive through a command. Commands can be undone and persisted.

  7. Observer

    Allows an object notify other objects when its state changes.

  8. Mediator

    Allows an object to encapsulate the communication between other objects.

  9. Chain of Responsibility

    Allows building a chain of objects to process a request.

  10. Visitor

    Allows adding new operations to an object structure without modifying it.

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