DESIGN PATTERNS IN OOAD
DEFINITION A design pattern provides a general reusable solution to a common design problem. • well-tested solutions to common problems • Useful solution • Reusable • Contextual
USES OF DESIGN PATTERNS • Helps to prevent subtle issues • Design patterns can be improved over time • Design patterns provide : – General solutions – Documented in a format that doesn’t require specifics tied to a particular problem.
CATEGORIES 1) Creational 1) These design patterns are all about class instantiation. 2) class-creation patterns use inheritance. 3) object-creation patterns use delegation effectively to get the job done. 2) Structural 1) All about Class and Object composition. 2) Structural object-patterns define ways to compose objects to obtain new functionality. 3) Behavioral 1) All about Class’s objects communication. 2) those patterns that are most specifically concerned with communication between objects.
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
Structure
Example
STRUCTURAL DESIGN PATTERNS • 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 • 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
Example
BEHAVIORAL DESIGN PATTERNS • 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 • 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
Structure
Example
THANK YOU SO MUCH ALL OF YOU GYZ..

Design patterns in Object oriented analysis and design

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    DEFINITION A design patternprovides a general reusable solution to a common design problem. • well-tested solutions to common problems • Useful solution • Reusable • Contextual
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    USES OF DESIGNPATTERNS • Helps to prevent subtle issues • Design patterns can be improved over time • Design patterns provide : – General solutions – Documented in a format that doesn’t require specifics tied to a particular problem.
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    CATEGORIES 1) Creational 1) Thesedesign patterns are all about class instantiation. 2) class-creation patterns use inheritance. 3) object-creation patterns use delegation effectively to get the job done. 2) Structural 1) All about Class and Object composition. 2) Structural object-patterns define ways to compose objects to obtain new functionality. 3) Behavioral 1) All about Class’s objects communication. 2) those patterns that are most specifically concerned with communication between objects.
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    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
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    STRUCTURAL DESIGN PATTERNS •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 • 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
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    BEHAVIORAL DESIGN PATTERNS •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 • 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
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    THANK YOU SO MUCHALL OF YOU GYZ..