Patterns

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Introduction

Patterns exist in nature (Dunes, Grand Canyon), art (Modern, Impressionism), science and mathematics (Fractals, Crystals) and Computer Science (Design Patterns).

Computer Science Patterns (Design Patterns)

All well-structured systems are full of patterns. A pattern provides a common solution to a common problem in a given context. A mechanism is a design pattern that applies to a society of classes; a framework is typically an architectural pattern that provides an extensible template for applications within a domain.

Patterns are used to specify mechanisms and frameworks that shape the architecture of your system.

Classification

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Design Pattern Sub-Design Pattern
Fundamental Delegation
Functional
Interface
Proxy
Immutal
Marker Interface
Creational Abstract Factory
Anonymous Subroutine
Builder
Factory Method
Lazy initialization
Prototype
Singleton
Structural Adapter
Bridge
Composite
Container
Decorator
Extensibility
Facade
Flyweight
Proxy
Pipes and Filters
Private Class
Design Pattern Sub-Design Pattern
Behavioral Chain of responsibility
Command
Event listener
Interpreter
Iterator
Mediator
Memento
Observer
State
Strategy
Template method
Visitor
Single-serving visitor
Hierarchical visitor
Concurrency Action at a distance
Active Object
Balking pattern
Double checked locking
Guarded suspension
Half-Sync/Half-Async
Leaders/followers
Monitor Object
Read write lock
Scheduler
Thread pool
Thread-Specific Storage
Event handling  
Architecture  

See also

Modeling

Books

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Reference

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