暑期实习的时候做了一次presentation on design pattern,以下是做的draft(由于公司算半个外企,用的英文;)
Design patterns are recurring solutions to software design problems you find again and again in real-world application development.
Patterns are about design and interaction of objects, as well as providing a communication platform concerning elegant,
reusable solutions to commonly encountered programming challenges.
They are categorized in three groups: Creational, Structural, and Behavioral.
[color=green]Abstract Factory[/color]
definition
Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
[color=green]Factory Method[/color]
definition
Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.
[color=green]Builder [/color]
definition
Separate the construction of a complex object from its representation so that the same construction process can create different representations.
[color=green]Prototype[/color]
definition
Specify the kind of objects to create using a prototypical instance, and create new objects by copying this prototype.
[color=green]Singleton[/color]
definition
Ensure a class has only one instance and provide a global point of access to it.
[color=green]Adapter[/color]
definition
Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces.
[color=green]Bridge[/color]
definition
Decouple an abstraction from its implementation so that the two can vary independently.
[color=green]Composite[/color]
definition
Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
[color=green]Decorator[/color]
definition
Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.
[color=green]Facade[/color]
definition
Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.
[color=green]Flyweight[/color]
definition
Use sharing to support large numbers of fine-grained objects efficiently.
[color=green]Proxy[/color]
definition
Provide a surrogate or placeholder for another object to control access to it.
[color=green]Chain of Responsibility[/color]
definition
Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.
[color=green]Command[/color]
definition
Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
[color=green]Interpreter[/color]
definition
Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.
[color=green]Iterator[/color]
definition
Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
[color=green]Mediator[/color]
definition
Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.
[color=green]Memento[/color]
definition
Without violating encapsulation, capture and externalize an object's internal state so that the object can be restored to this state later.
[color=red]Observer[/color]
definition
Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
[color=green]State[/color]
definition
Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
[color=green]Strategy[/color]
definition
Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.
[color=green]Template[/color]
definition
Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.
[color=green]Visitor[/color]
definition
Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.
Design patterns are recurring solutions to software design problems you find again and again in real-world application development.
Patterns are about design and interaction of objects, as well as providing a communication platform concerning elegant,
reusable solutions to commonly encountered programming challenges.
They are categorized in three groups: Creational, Structural, and Behavioral.
[color=green]Abstract Factory[/color]
definition
Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
[color=green]Factory Method[/color]
definition
Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.
[color=green]Builder [/color]
definition
Separate the construction of a complex object from its representation so that the same construction process can create different representations.
[color=green]Prototype[/color]
definition
Specify the kind of objects to create using a prototypical instance, and create new objects by copying this prototype.
[color=green]Singleton[/color]
definition
Ensure a class has only one instance and provide a global point of access to it.
[color=green]Adapter[/color]
definition
Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces.
[color=green]Bridge[/color]
definition
Decouple an abstraction from its implementation so that the two can vary independently.
[color=green]Composite[/color]
definition
Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
[color=green]Decorator[/color]
definition
Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.
[color=green]Facade[/color]
definition
Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.
[color=green]Flyweight[/color]
definition
Use sharing to support large numbers of fine-grained objects efficiently.
[color=green]Proxy[/color]
definition
Provide a surrogate or placeholder for another object to control access to it.
[color=green]Chain of Responsibility[/color]
definition
Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.
[color=green]Command[/color]
definition
Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
[color=green]Interpreter[/color]
definition
Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.
[color=green]Iterator[/color]
definition
Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
[color=green]Mediator[/color]
definition
Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.
[color=green]Memento[/color]
definition
Without violating encapsulation, capture and externalize an object's internal state so that the object can be restored to this state later.
[color=red]Observer[/color]
definition
Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
[color=green]State[/color]
definition
Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
[color=green]Strategy[/color]
definition
Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.
[color=green]Template[/color]
definition
Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.
[color=green]Visitor[/color]
definition
Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.