Behavioral patterns

The following behavioral patterns can be used to define the communication between classes and objects:

  • Chain of Responsibility: A pattern for handling a request between a collection of objects
  • Command: A pattern used to represent a request
  • Interpreter: A pattern for defining syntax or language for instructions in a program
  • Iterator: A pattern for traversing a collection of items without detailed knowledge of the elements in a collection
  • Mediator: A pattern for simplifying communication between classes
  • MementoA pattern for capturing and storing the state of an object
  • Observer: A pattern for allowing objects to be notified of changes to another object's state
  • State: A pattern for altering an object's behavior when its state changes
  • Strategy: A pattern for implementing a collection of algorithms where a specific algorithm can be applied at runtime
  • Template Method: A pattern for defining the steps of an algorithm while leaving the implementation details in a subclass
  • Visitor: A pattern promoting loose coupling between data and functionality, allowing for additional operations to be added without requiring changes to the data classes

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