Software Design Patterns Cheat Sheet



Design Pattern CheatSheet Design patterns are solutions to recurring problems; guidelines on how to tackle certain problems. They are not classes, packages or libraries that you can plug into your application and wait for the magic to happen. These are, rather, guidelines on how to tackle certain problems in certain situations. These design patterns are useful for building reliable, scalable, secure applications in the cloud. Each pattern describes the problem that the pattern addresses, considerations for applying the pattern, and an example based on Microsoft Azure. Most of the patterns include code samples or snippets that show how to implement the pattern on Azure. Object Oriented Design Cheat Sheet by david A handy guide to the basic principles of Object Oriented Programming and Design. Covers standard and accepted principles, design patterns, and more!

  • These are common patterns that arise from building software, so you should at least have a passing understanding of them. Find Design pattern cheat sheet.
  • Design patterns are used to represent some of the best practices adapted by experienced object-oriented software developers. A design pattern systematically names, motivates, and explains a general design that addresses a recurring design problem in object-oriented systems.
  • The 23 Gang of Four Design Patterns (Cheat Sheet)

Abstract Factory

  • Provide an interface for creating families of related or dependent objects without specifying their concrete classes.

Adapter

  • Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn’t otherwise because of incompatibility interfaces.

Bridge

  • Decouple an abstraction from its implementation so that the two can vary independently.

Builder

  • Separate the construction of a complex object from its representation so that the same construction processes can create different representations.

Chain of Responsibility

  • Avoid coupling the sender of a request to its receiver by giving more then one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.

Command

  • Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.

Composite

  • Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.

Decorator

  • Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.

Façade

  • Provide a unified interface to a set of interfaces in a system. Façade defines a higher-level interface that makes the subsystem easier to use.

Factory Method

  • Define an interface for creating an object, but let the subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.

Flyweight

  • Use sharing to support large numbers of fine-grained objects efficiently. A flyweight is a shared object that can be used in multiple contexts simultaneously. The flyweight acts as an independent object in each context; it’s indistinguishable from an instance of the object that’s not shared.

Interpreter

  • Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.

Iterator

  • Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.

Mediator

  • 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 lets you vary their interaction independently.

Memento

  • Without violating encapsulation, capture and externalize an object’s internal state so that the object can be restored to this state later.

Observer

  • Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.

Prototype

  • Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.

Proxy

  • Provide a surrogate or placeholder for another object to control access to it.

Singleton

  • Ensure a class only has one instance, and provide a global point of access to it.

State

  • Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.

Strategy

  • Defines a family of algorithms, encapsulates each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients who use it.

Template

  • Define a 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 algorithms structure.

Visitor

  • 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.
  • The 23 Gang of Four Design Patterns (Cheat Sheet)

Abstract Factory

  • Provide an interface for creating families of related or dependent objects without specifying their concrete classes.

Adapter

  • Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn’t otherwise because of incompatibility interfaces.

Bridge

  • Decouple an abstraction from its implementation so that the two can vary independently.

Builder

  • Separate the construction of a complex object from its representation so that the same construction processes can create different representations.

Chain of Responsibility

  • Avoid coupling the sender of a request to its receiver by giving more then one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.

Command

  • Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.

Composite

  • Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.

Decorator

Design
  • Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.

Façade

  • Provide a unified interface to a set of interfaces in a system. Façade defines a higher-level interface that makes the subsystem easier to use.

Factory Method

  • Define an interface for creating an object, but let the subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.

Flyweight

  • Use sharing to support large numbers of fine-grained objects efficiently. A flyweight is a shared object that can be used in multiple contexts simultaneously. The flyweight acts as an independent object in each context; it’s indistinguishable from an instance of the object that’s not shared.

Interpreter

  • Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.

Iterator

  • Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.

Mediator

  • 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 lets you vary their interaction independently.

Software Design Patterns Cheat Sheet

Memento

  • Without violating encapsulation, capture and externalize an object’s internal state so that the object can be restored to this state later.

Observer

  • Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.

Prototype

Software Design Patterns Cheat Sheet 2019

  • Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.

Proxy

  • Provide a surrogate or placeholder for another object to control access to it.

Singleton

  • Ensure a class only has one instance, and provide a global point of access to it.

State

  • Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.

Strategy

Chart Patterns Cheat Sheet

  • Defines a family of algorithms, encapsulates each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients who use it.

C# Design Patterns Cheat Sheet

Template

  • Define a 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 algorithms structure.

Visitor

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  • 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.