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Design Patterns Cheat Sheet (DRAFT) by

Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system.

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Creational Patterns

Factory Method
Provides an interface for creating objects in a superc­lass, but allows subclasses to alter the type of objects that will be created.
Abstract Factory
Lets you produce families of related objects without specifying their concrete classes.
Builder
Lets you construct complex objects step by step. The pattern allows you to produce different types and repres­ent­ations of an object using the same constr­uction code.
Prototype
Lets you copy existing objects without making your code dependent on their classes.
Singleton
Lets you ensure that a class has only one instance, while providing a global access point to this instance.
Creational patterns provide various object creation mechan­isms, which increase flexib­ility and reuse of existing code.

Behavi­oural Design Patterns

Chain of Respon­sib­ility
Lets you pass requests 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.
Command
Turns a request into a stand-­alone object that contains all inform­ation about the request. This transf­orm­ation lets you pass requests as a method arguments, delay or queue a request's execution, and support undoable operat­ions.
Iterator
Lets you traverse elements of a collection without exposing its underlying repres­ent­ation (list, stack, tree, etc.).
Mediator
Lets you reduce chaotic depend­encies between objects. The pattern restricts direct commun­ica­tions between the objects and forces them to collab­orate only via a mediator object.
Momento
Lets you save and restore the previous state of an object without revealing the details of its implem­ent­ation.
Observer
Lets you define a subscr­iption mechanism to notify multiple objects about any events that happen to the object they're observing.
State
Lets an object alter its behaviour when its internal state changes. It appears as if the object changed its class.
Strategy
Lets you define a family of algori­thms, put each of them into a separate class, and make their objects interc­han­geable.
Template Method
Defines the skeleton of an algorithm in the superclass but lets subclasses override specific steps of the algorithm without changing its structure.
Visitor
Lets you separate algorithms from the objects on which they operate.
 

Structural Design Patterns

Adapter
Allows objects with incomp­atible interfaces to collab­orate.
Bridge
Lets you split a large class or a set of closely related classes into two separate hierar­chi­es—­abs­tra­ction and implem­ent­ati­on—­which can be developed indepe­ndently of each other.
Composite
Lets you compose objects into tree structures and then work with these structures as if they were individual objects.
Decorator
Lets you attach new behaviours to objects by placing these objects inside special wrapper objects that contain the behaviors.
Facade
Provides a simplified interface to a library, a framework, or any other complex set of classes.
Flyweight
Lets you fit more objects into the available amount of RAM by sharing common parts of state between multiple objects instead of keeping all of the data in each object.
Proxy
Lets you provide a substitute or placeh­older for another object. A proxy controls access to the original object, allowing you to perform something either before or after the request gets through to the original object.
Structural patterns explain how to assemble objects and classes into larger structures while keeping these structures flexible and efficient.