Design Patterns
Design Pattern - the thing | http://en.wikipedia.org/wiki/Design_pattern |
Design Patterns - the book | http://en.wikipedia.org/wiki/Design_Patterns |
Software Design Pattern | http://en.wikipedia.org/wiki/Software_design_pattern |
http://en.wikipedia.org/wiki/Category:Software_design_patterns |
Patterns Catalogue | http://hillside.net/index.php/patterns/patterns-catalog |
Patterns Links | http://hillside.net/index.php/patterns/links |
Do Factory - .NET | http://www.dofactory.com/net/design-patterns |
OO Design | http://www.oodesign.com/ |
Wiki Books | http://en.wikibooks.org/wiki/Computer_Science_Design_Patterns |
Workflow Patterns | http://www.workflowpatterns.com/patterns/index.php |
Java Design Pattern Stories | http://www.programcreek.com/java-design-patterns-in-stories/ |
Source Making | http://sourcemaking.com/design_patterns |
Creational Design Patterns
Abstract Factory
Creates an instance of several families of classes
Builder
Separates object construction from its representation
Factory Method
Creates an instance of several derived classes
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
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
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
Convention Over Configuration
http://en.wikipedia.org/wiki/Convention_over_configuration
Convention over configuration (also known as coding by convention) is a software design paradigm which seeks to decrease the number of decisions that developers need to make, gaining simplicity, but not necessarily losing flexibility.
http://softwareengineering.vazexqi.com/files/pattern.html
Intent ... Design a framework so that it enforces standard naming conventions for mapping classes to resources or events. A programmer only needs to write the mapping configurations when the naming convention fails ...
As the designer of a framework, use the Convention over Configuration pattern when
there are clear and practical naming conventions that can be established between parts of the framework.
there is the opportunity to reduce the amount of configuration files that duplicate mapping information from other parts of the system.
The Convention over Configuration pattern does not preclude the need for configuration files. Configuration files are still important for the cases where convention fails. But for most cases, sticking to the conventions works and keeps things simple for the programmer and anyone reading the code.
See Ruby#RubyOnRails
Architectural Design Pattern
http://en.wikipedia.org/wiki/Architectural_pattern
An architectural pattern is a general, reusable solution to a commonly occurring problem in software architecture within a given context. Architectural patterns are similar to software design patterns but have a broader scope ...
An architectural pattern is a concept that solves and delineates some essential cohesive elements of a software architecture. Countless different architectures may implement the same pattern and share the related characteristics. Patterns are often defined as "strictly described and commonly available".
For example, the layered architecture is a call-and-return style because it defines an overall style to interact. When it is strictly described and commonly available, it is a pattern.
ServiceOrientedArchitecture#DesignPatterns