# Overview

The "Gang of Four" design patterns, from the book Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, are 23 classic software design patterns. They are categorized into three groups: Creational, Structural, and Behavioral. Below is a bullet list with each pattern's category, name, and a brief description of its purpose.

# Creational Patterns

  • Abstract Factory: Provides an interface for creating families of related or dependent objects without specifying their concrete classes.
  • Builder: Separates the construction of a complex object from its representation, allowing the same construction process to create different representations.
  • Factory Method: Defines an interface for creating an object, but lets subclasses decide which class to instantiate.
  • Prototype: Creates new objects by copying an existing object, known as the prototype, to avoid the overhead of initializing from scratch.
  • Singleton: Ensures a class has only one instance and provides a global point of access to it.

# Structural Patterns

  • Adapter: Converts the interface of a class into another interface that a client expects, enabling incompatible classes to work together.
  • Bridge: Decouples an abstraction from its implementation so that the two can vary independently.
  • Composite: Composes objects into tree structures to represent part-whole hierarchies, allowing clients to treat individual objects and compositions uniformly.
  • Decorator: Dynamically adds responsibilities to objects in a flexible and reusable way without modifying their code.
  • Facade: Provides a simplified interface to a complex subsystem, making it easier to use.
  • Flyweight: Shares fine-grained objects to reduce memory usage and improve performance when dealing with large numbers of similar objects.
  • Proxy: Controls access to an object by acting as a surrogate or placeholder, often to add functionality like lazy loading or access control.

# Behavioral Patterns

  • Chain of Responsibility: Passes a request along a chain of handlers, allowing each handler to process it or pass it to the next handler.
  • Command: Encapsulates a request as an object, allowing parameterization of clients with queues, logs, or undoable operations.
  • Interpreter: Defines a representation for a language's grammar and an interpreter to process expressions in that language.
  • Iterator: Provides a way to access elements of a collection sequentially without exposing its underlying representation.
  • Mediator: Defines an object that encapsulates how a set of objects interact, promoting loose coupling by preventing direct references.
  • Memento: Captures and externalizes an object's internal state so that it can be restored later without violating encapsulation.
  • Observer: Defines a one-to-many dependency where objects are notified and updated automatically when one object changes state.
  • State: Allows an object to change its behavior when its internal state changes, appearing as if it changes its class.
  • Strategy: Defines a family of algorithms, encapsulates each one, and makes them interchangeable, letting the client choose the algorithm at runtime.
  • Template Method: Defines the skeleton of an algorithm in a method, deferring some steps to subclasses to customize behavior.
  • Visitor: Separates an algorithm from an object structure by moving the operations to a visitor object, allowing new operations without modifying the structure.