Programming Design Patterns
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Builder Pattern
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Separates the construction of a complex object from its representation, allowing the same process to create different representations.
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Prototype Pattern
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Creates new objects by copying an existing object (the prototype), avoiding costly instantiation.
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Adapter Pattern
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Allows incompatible interfaces to work together by converting the interface of one class into another interface clients expect.
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Decorator Pattern
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Attaches new responsibilities to an object dynamically. Provides a flexible alternative to subclassing for extending functionality.
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Facade Pattern
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Provides a simplified interface to a complex system of classes, making it easier to use.
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Proxy Pattern
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Provides a surrogate or placeholder for another object to control access to it.
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Strategy Pattern
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Defines a family of algorithms, encapsulates each one, and makes them interchangeable.
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Command Pattern
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Encapsulates a request as an object, thereby allowing for parameterization of clients with different requests.
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Abstract Factory
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Provides an interface for creating families of related or dependent objects without specifying their concrete classes.
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Builder
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Separates the construction of a complex object from its representation, allowing the same process to create different representations.
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Factory Method
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Defines an interface for creating an object, but lets subclasses decide which class to instantiate. Subclasses defer instantiation.
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Facade
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Provides a unified interface to a set of interfaces in a subsystem, making the subsystem easier to use.
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Proxy
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Provides a surrogate or placeholder for another object to control access to it.
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Decorator
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Attaches new responsibilities to an object dynamically. Provides a flexible alternative to subclassing for extending functionality.
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Adapter
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Converts the interface of a class into another interface clients expect. It lets classes work together that couldn't otherwise because of incompatible interfaces.
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Template Method
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Defines the skeleton of an algorithm in an operation, deferring some steps to subclasses. It lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.
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Command
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Encapsulates a request as an object, thereby allowing for parameterization of clients with different requests, queuing requests, or logging operations.
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Iterator
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Provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
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Strategy Pattern
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Defines a family of algorithms, encapsulates each one, and makes them interchangeable. It lets the algorithm vary independently from clients that use it.
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Visitor Pattern
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Allows a client to visit elements of an object structure without exposing its concrete classes. It defines a new operation to be performed on the elements of an object structure without changing the element classes.
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Mediator Pattern
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Encapsulates how a set of objects interact. It promotes loose coupling by keeping objects from referring to each other explicitly.
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Factory Method
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Provides a way to produce objects in a class hierarchy when their exact type isn't known at compile time. It acts as a virtual constructor.
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Singleton Pattern
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Ensures a class only has one instance, and provides a global point of access to it.
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State Pattern
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Allows an object to alter its behavior when its internal state changes. The object will appear to change its class.
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Memento Pattern
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Provides a way to undo/redo operations by restoring an object to its previous state. It captures and externalizes an object's internal state without violating encapsulation.
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Observer Pattern
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Defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
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