Introduction
An brief introduction to this guide
Hi there! My name is John McCourt. I've been a software engineer in the logistics, energy and insurance industries for over 16 years.Over time I have learned the importance of designing code well. Thankfully there are structual concepts which have already been established by experts and are in use today by many developers. These concepts are called design patterns and they help developers design the structure of their code in a logical fashion.
This is a guide that I'm writing as I study different design patterns. I intend discussing how each design pattern works, why it is used and showing some code implementations of each in PHP, C# and Java. I will explain how I created each implementation. The purpose is to help anyone who reads it learn about different ways to implement the patterns and to help me understand the concepts in such a way that I can use or explain them better. I'm writing this as I go along with my learning so will be checking updates in periodically. For this reason there may be times when it may not appear complete. Please feel free to add comments, suggestions or corrections as issues here on github and I will do my best to address them in a timely manner. Click to see my Github project for this guide
Patterns being covered
The following definitions are heavily summarised. Please use them only to help remember what separates the different patterns. More detailed definitions, explanations and implementations will be discussed later.
Simple Factory Pattern - Utilises a class that has a single method for deciding which type of class to instantiate
Factory Method Pattern - Provides an interface/abstract class for creating objects. A factory implements/entends that. Allows subclasses (factories) to decide which concrete class to instantiate
Abstract Factory Method - Factory of factories. Contains abstact & concrete factories as well as abstract & concrete products
Object Pool - Avoid expensive acquisition and release of resources by recycling objects that are no longer in use
Prototype - A fully initialized instance to be copied or cloned
Singleton - A class of which only a single instance can exist
Structural design patterns
These design patterns are all about Class and Object composition. Structural class-creation patterns use inheritance to compose interfaces. Structural object-patterns define ways to compose objects to obtain new functionality.Adapter - Match interfaces of different classes
Bridge - Separates an object’s interface from its implementation
Composite - A tree structure of simple and composite objects
Decorator - Add responsibilities to objects dynamically
Facade - A single class that represents an entire subsystem
Flyweight - A fine-grained instance used for efficient sharing
Private Class - Data Restricts accessor/mutator access
Proxy - An object representing another object
Behavioral design patterns
These design patterns are all about Class's objects communication. Behavioral patterns are those patterns that are most specifically concerned with communication between objects.Chain of responsibility - A way of passing a request between a chain of objects
Command - Encapsulate a command request as an object
Interpreter - A way to include language elements in a program
Iterator - Sequentially access the elements of a collection
Mediator - Defines simplified communication between classes
Memento - Capture and restore an object's internal state
Null Object - Designed to act as a default value of an object
Observer - A way of notifying change to a number of classes
State - Alter an object's behavior when its state changes
Strategy - Encapsulates an algorithm inside a class
Template method - Defer the exact steps of an algorithm to a subclass
Visitor - Defines a new operation to a class without change