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Design patterns

Johan Isaksson Information Technology Inglés 10 fichas

Fichas del conjunto (10)

  1. 1SingletonEnsure that there is just one object of a certain kind, potentially accessible from everywhere
  2. 2The need to abstract away from the construction of an object or family of objects from the place they are neededFactory method, abstract factory, builder
  3. 3Factory methodDefine an interface for creating an object, but let sub classes decide which class to instantiate
  4. 4Abstract methodProvide an interface for creating families of related or dependent objects without specifying their concrete classes
  5. 5BuilderSeparate the construction of complex objects from its representation so that the same construction process can create different representations
  6. 6Some objects are expensive to create or tied to OS resources that need to be carefully managedObject pool, use a set of initialized objects in a pool rather than allocating and destroying on demand
  7. 7Propagate updates from one object to all interested parties, without coupling all objects togetherObserver, define a one-to-many dependency between objects so that when one object changes state, all its dependencies are notified and updated automatically
  8. 8Convert the interface of a class into another interface which classes expectAdapter
  9. 9Decouple an abstraction from its implementation so that the two can vary independentlyBridge
  10. 10Big 4Pattern name, the problem, the solution, consequences

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Information Technology Fichas sobre Design patterns, creado por Johan Isaksson el 19/10/2018.
Creado por
Johan Isaksson
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