--Originally published at Newbie Programmer
As the name say Patterns, this are used in the software engineering as a solution in a common problem in the software design, these patterns are not a finished solution to the problem they are a template or an instruction of how to deal with the problem. These patterns can be helpful for solving problems more quickly, to apply some software techniques to our projects and to improve the scalability and robust between the parts of the design. This patterns are divided in three categories Creational, Structural and Behavioral, and this division was made in the book Design Patters written by Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides in 1994.
This patterns are about the instantiation of a class, the patterns can be used for creating classes using inheritance and for object creation they use delegation, and the patters that we can find here are : abstract factory, builder, factory method, prototype, singleton, and my favorite for this type is the object pool, because we can recycle objects with no use, and make it useful instead of creating another object with the same functionality.
These patterns are used for the classes and objects composition, for the structure of the classes we use inheritance to compose interfaces and for objects how to define the objects to obtain new functionality. In this classification we have these patterns: adapter, bridge, composite, decorator, facade, flyweight, private class data and proxy, proxy it’s my favorite because it’s used in representation of another object, and its useful for security of the original object.
These patterns oversee the class communication, the communication between objects like passing requests, adding elements to a class, default values, encapsulation etc. We can found this patterns : chain of responsibility, command, interpreter, iterator, mediator, memento, observer, state,