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C++ Design Patterns
Software design patterns are general reusable solutions to problems which occur over and over again in object-oriented design enviroment. It is not a finished design that can be transformed into source code directly, but it is template how to solve the problem. We can classify them by purpose into creational (abstract the instantiation process), structure (how classes and objects are composed to form larger structures) and behavioral patterns (the assignment of responsibilities between objects).
- Creational Patterns
- Abstract Factory, families of product objects
- Builder, how a composite object gets created
- Factory Method, subclass of object that is instantiated
- Prototype, class of object that is instantiated
- Singleton, the sole instance of a class
- Structural Patterns
- Adapter, todo
- Bridge, todo
- Composite, todo
- Decorator, todo
- Façade, todo
- Flyweight, todo
- Proxy, todo
- Behavioral Patterns
- Chain of Responsibility, todo
- Command, todo
- Interpreter, todo
- Iterator, todo
- Mediator, todo
- Memento, todo
- Observer, todo
- State, todo
- Strategy, todo
- Template Method, todo
- Visitor, todo
Other Languages
In my repository you can find implementation of desgin patterns also in languages as
References
Design patterns in this repository are based on