"A software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design."
Common solutions to commonly occurring problems in software design, such as the Singleton pattern and the Observer pattern.
Object-oriented programming (OOP): OOP is a programming paradigm that is based on objects, which contain data and methods. Software design patterns are largely based on OOP concepts.
Design patterns: A design pattern is a general reusable solution to a commonly occurring problem within a given context.
Architecture patterns: Architecture patterns are high-level, reusable solutions to common design problems that occur in software applications. Examples include the Model-View-Controller (MVC) pattern and the Layered Architecture pattern.
Gang of Four (GoF) patterns: The GoF patterns are 23 design patterns that were identified by the authors of the book "Design Patterns: Elements of Reusable Object-Oriented Software.".
Behavioral patterns: Behavioral patterns describe how objects interact with each other to accomplish a goal. Examples include the Observer pattern and the Command pattern.
Structural patterns: Structural patterns describe how objects are structured or arranged to form a larger system. Examples include the Adapter pattern and the Composite pattern.
Creational patterns: Creational patterns describe how objects are created, initialized, and managed. Examples include the Factory method pattern and the Singleton pattern.
Anti-patterns: An anti-pattern is a common solution that is often used to solve a problem but does not provide an optimal or efficient solution.
Refactoring: Refactoring is the process of improving the software design by making small, incremental changes to the codebase.
SOLID principles: SOLID is an acronym for a set of principles that are designed to promote good software design. The principles include Single Responsibility, Open/Closed, Liskov Substitution, Interface Segregation, and Dependency Inversion.
Test-driven development (TDD): TDD is a software development approach that emphasizes writing automated tests before writing the actual code.
Agile software development: Agile is a software development methodology that emphasizes collaboration, flexibility, and continuous improvement.
Domain-driven design (DDD): DDD is an approach to software design that emphasizes understanding the business domain and designing the software accordingly.
UML (Unified Modeling Language): UML is a graphical language used to model software systems.
Object-relational mapping (ORM): ORM tools allow developers to map database tables to object-oriented programming code.
ORM patterns: ORM patterns are design patterns that are specifically used in object-relational mapping.
Microservices: Microservices are a software architecture pattern that emphasizes modularity, scalability, and resilience.
Cloud computing: Cloud computing refers to the use of remote servers to store, manage, and process data.
DevOps: DevOps is a set of practices that aim to improve collaboration between developers and operations teams.
Continuous integration/continuous delivery (CI/CD): CI/CD is a software development practice that emphasizes automated testing, continuous integration, and continuous delivery.
Software testing: Software testing refers to the process of evaluating software to ensure that it meets the required specifications and standards.
Software quality assurance (SQA): SQA refers to the process of ensuring that software is of high quality, and meets the required specifications and standards.
Software metrics: Software metrics are quantitative measurements of software development and maintenance activities. Examples include lines of code, cyclomatic complexity, and defect density.
Singleton: Singleton is a creational design pattern that ensures a class has only one instance, providing a global point of access to it.
Factory Method: The Factory Method is a creational design pattern that provides an interface for creating objects, and allows subclasses to decide which class to instantiate.
Abstract Factory: Abstract Factory is a creational design pattern that provides an interface for creating families of related or dependent objects without specifying their concrete classes.
Builder: The Builder pattern is a creational design pattern that allows the construction of complex objects step by step, enabling the separation of object construction from its representation.
Prototype: The Prototype pattern allows the creation of objects by cloning an existing object and modifying its properties, without calling their constructors.
Adapter: Adapter is a structural design pattern that allows objects with incompatible interfaces to collaborate by introducing a middleman that converts one interface to another.
Bridge: The Bridge pattern is a design pattern that decouples an abstraction from its implementation, allowing them to vary independently.
Composite: The composite pattern is a structural design pattern that allows you to treat groups of objects as individual objects and represent a part-whole hierarchy.
Decorator: The Decorator pattern is a structural design pattern that dynamically adds new functionality to an existing class by wrapping it with one or more decorator objects.
Facade: Facade is a structural design pattern that provides a simplified interface to a complex system, making it easier to use and understand.
Flyweight: Flyweight is a structural design pattern that allows sharing of a large number of fine-grained objects efficiently.
Chain of Responsibility: Chain of Responsibility is a behavioral design pattern that allows an object to pass a request along a chain of potential handlers until the request is processed or reaches the end of the chain.
Command: The Command design pattern encapsulates a request as an object, allowing the parameterization of clients with different requests, queue or log requests, and support undoable operations.
Interpreter: An Interpreter design pattern facilitates the interpretation and execution of a specific language or grammar by converting it into executable code.
Iterator: An Iterator is a behavioral design pattern that provides a way to access the elements of an object sequentially without exposing its underlying structure.
Mediator: The Mediator pattern allows for loose coupling between components by using a mediator object that controls the communication and interactions between them.
Memento: The Memento design pattern allows us to capture and store the internal state of an object without violating encapsulation and later restore it when needed.
Observer: The Observer design pattern allows objects to subscribe and receive updates from a subject when its state changes.
State: State refers to a behavioral design pattern that allows an object to alter its behavior when its internal state changes, resulting in different actions based on different states.
Strategy: The Strategy design pattern defines a family of algorithms, encapsulates each one, and makes them interchangeable allowing the algorithm to vary independently from the clients that use it.
Template Method: Template Method is a behavioral design pattern that defines the skeleton of an algorithm in a superclass while allowing subclasses to override certain steps of the algorithm without changing its structure.
Visitor: The Visitor pattern allows separation of algorithms from objects, by defining new operations on a collection of objects without modifying their respective classes.
Active Object: Active Object is a design pattern that allows objects to execute methods concurrently, ensuring method invocations are queued and executed asynchronously.
Barrier: Barrier is a synchronization pattern that allows multiple threads to wait at a certain point until all the threads have reached that point before proceeding.
Monitor Object: Monitor Object is a design pattern that synchronizes concurrent access to an object by allowing only one thread to execute a method at a time while others wait.
Thread-Specific Storage: Thread-Specific Storage is a design pattern that allows each thread to have its own copy of data, ensuring thread isolation and avoiding data race conditions in concurrent programming.
Double-checked locking: Double-checked locking is a software design pattern that allows efficient lazy initialization of an object while minimizing synchronization overhead.
"It is not a finished design that can be transformed directly into source or machine code."
"Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system."
"Object-oriented design patterns typically show relationships and interactions between classes or objects."
"Patterns that imply mutable state may be unsuited for functional programming languages."
"Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve."
"Object-oriented patterns are not necessarily suitable for non-object-oriented languages."
"Design patterns may be viewed as a structured approach to computer programming intermediate between the levels of a programming paradigm and a concrete algorithm."
"It is a description or template for how to solve a problem that can be used in many different situations."
"Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system."
"Object-oriented design patterns typically show relationships and interactions between classes or objects."
"Patterns that imply mutable state may be unsuited for functional programming languages."
"Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve."
"Object-oriented patterns are not necessarily suitable for non-object-oriented languages."
"Design patterns may be viewed as a structured approach to computer programming intermediate between the levels of a programming paradigm and a concrete algorithm."
"It is not a finished design that can be transformed directly into source or machine code."
"A software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design."
"Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve."
"Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system."
"Design patterns may be viewed as a structured approach to computer programming intermediate between the levels of a programming paradigm and a concrete algorithm."