Design pattern categories

-There are three categories in design patterns:
creational, structural, and behavioral.

~Creational patterns provide a way to make objects while hiding the creation logics, rather than instantiating objects directly. In short, they deal with object creation mechanisms.

~Structural patterns are all about class and object composition. This design pattern tends to ease the design by identifying a simple way to realize relationships between entities.

~Behavioral patterns are specifically concerned with communication between objects, that is, how objects communicate with each other.

-There are six designs that fall under creational patterns:
 ~Abstract Factory,
 ~Builder,
 ~Factory Method,
 ~Object Pool,
 ~Prototype,
 ~Singleton.

At, we'll explore three: Abstract Factory, the Factory Method, and Singleton. All have to do with instantiating objects.

-Seven designs fall under structural patterns:
 ~Adapter,
 ~Bridge,
 ~Composite,
 ~A Decorator,
 ~Façade,
 ~Flyweight, and
 ~Proxy.

We'll be exploring the Decorator and how it adds functionality to objects dynamically and how composition plays a major role.

Lastly,
-There's a behavioral category, which consists of eleven patterns:
 ~Chain of Responsibility,
 ~Command,
 ~Interpreter,
 ~Iterator,
 ~Mediator,
 ~Memento,
 ~Observer,
 ~State,
 ~Strategy,
 ~Template Method and
 ~Visitor.
Here we'll explore Iterator and Observer to understand how objects communicate with each other.


Reference : Repository and Unit of work Design pattern with C# , https://www.youtube.com/watch?v=rtXpYpZdOzM 

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