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What are the methods of shorthand in design patterns

2025-03-07 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > Development >

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This article mainly explains "what are the methods of design pattern shorthand". The content of the explanation in the article is simple and clear, and it is easy to learn and understand. let's study and learn "what are the methods of design pattern shorthand"?

Factory method pattern (Factory Method): defines an interface for creating objects, but it is up to the subclass to decide which class needs to be instantiated. The factory method delays the process of subclass instantiation

Shorthand keywords: dynamic production object

Abstract factory pattern (Abstract Factory): provides an interface to create a series of related or interdependent objects without specifying their concrete classes

Shorthand keywords: produce into a series of objects

Builder pattern (Builder): separates the representation of a complex class from its construction, so that the same construction process can produce different representations

Shorthand keywords: complex object construction

Prototype pattern (Prototype): specify the type of object to be created with a prototype instance, and create a new object by copying the prototype

Shorthand keywords: clone object

Singleton pattern (Singleton): ensures that there is only one instance of a class and provides a global access point to it

Shorthand keywords: single instance

Adapter pattern (Adapter): converts the interface of one class into another interface that the user wants. It enables previously incompatible interfaces to work together.

Shorthand keywords: conversion interface

Bridge pattern (Bridge): separates the abstract part of a class from its implementation so that they can change independently

Shorthand keywords: inheritance tree split

Combination pattern (Composite): combines objects into a tree structure to represent a "whole-part" hierarchy, making users consistent in their use of individual and combined objects

Shorthand keywords: tree directory structure

Decoration pattern (Decorator): dynamically adds some additional responsibilities to an object. It provides a flexible alternative to extending functionality with subclasses, which is more flexible than deriving a subclass.

Shorthand keywords: dynamic additional responsibilities

Appearance pattern (Facade): defines a high-level interface that provides a consistent appearance for a set of interfaces in the subsystem, thus simplifying the use of the subsystem

Shorthand key words: unified external interface

Shared meta pattern (Flyweight): provides an effective way to support the sharing of a large number of fine-grained objects

Shorthand keywords: Chinese character coding

Proxy pattern (Proxy)-structural: provides a proxy for other objects to control access to this object

Shorthand keywords: shortcuts

Chain of responsibility pattern (Chain of Responsibility): reduces the coupling between the sender and receiver of the request by giving multiple objects the opportunity to process the request. Link the receiving object and pass the request in the chain until an object processes the request

Shorthand key words: transfer responsibility

Command mode (Command): encapsulates a request as an object so that customers can be parameterized with different requests, queue requests or log requests, and support undoable operations

Shorthand keywords: logging, revocable

Interpreter pattern (Interpreter): given a language, define its grammatical representation and define an interpreter that is used to interpret sentences in the language according to the grammatical representation.

Shorthand keywords: the mechanism of virtual machines

Iterator pattern (Iterator): provides a way to access elements in an aggregated object sequentially without exposing the internal representation of the object

Shorthand keywords: dataset

Intermediary pattern (Mediator)-Behavioral: a mediation object is used to encapsulate a series of object interactions. It eliminates the need for objects to explicitly call each other, thus achieving low coupling, and can change the interaction between objects independently.

Shorthand keywords: not directly quoted

Memo mode (Memento): captures the internal state of an object and saves it outside the object without breaking the encapsulation, so that the object can be restored to its previously saved state later

Shorthand keywords: game archive

Observer pattern (Observer): defines an one-to-many dependency between objects. When an object's state changes, all objects that depend on it are notified and updated automatically.

Shorthand key words: linkage

State mode (State): allows an object to change its behavior when its internal state changes

Shorthand keywords: state becomes class

Policy pattern (Strategy): define a series of algorithms, encapsulate them one by one, and make them interchangeable so that the algorithm can be changed independently of the users who use it.

Shorthand keywords: multi-scheme switching

Template method pattern (Template Method): define an algorithm skeleton in an operation, and defer some steps to a subclass, so that the subclass can redefine certain steps of the algorithm without changing the structure of an algorithm.

Shorthand keywords: frame

Visitor pattern (Visitor): represents an operation that acts on elements in an object structure so that new operations that act on those elements are defined without changing the classes of those elements.

Shorthand keywords: separation of data and operation

Thank you for your reading. the above is the content of "what are the methods of shorthand of design patterns". After the study of this article, I believe you have a deeper understanding of the methods of shorthand of design patterns. the specific use of the situation also needs to be verified by practice. Here is, the editor will push for you more related knowledge points of the article, welcome to follow!

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