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Design Patterns are essential for any organization that wants to identify recurring patterns in their software environment. The Gang of Four (GoF) patterns are generally considered the foundation for all other patterns. They are categorized in three groups: Creational, Structural, and Behavioral. Here you will find information on these important patterns. If a problem occurs over and over again, a solution to that problem has been used and is described as a pattern. The design patterns are language-independent strategies for solving common object-oriented design problems. When you make a design, you should know the names of some common solutions. Learning design patterns is good for people to communicate each other effectively. In fact, you may have been familiar with some design patterns, you may not use well-known names to describe them.

How Behavioral Design Patterns differentiate themselves from Creational Patterns

How do behavioral design patterns differentiate themselves from behavioral and creational patterns?
Behavioral design patterns differ from structural and creational patterns in their purpose and the types of problems they address in software design. Here's a breakdown of how these categories are distinct:
  1. Behavioral Design Patterns
    Focus: Interaction and responsibilities between objects.
    • Purpose: They deal with how objects collaborate and communicate to achieve complex behavior. These patterns emphasize flexibility and maintainability by defining how objects should interact without tightly coupling them.
    • Examples:
      • Observer: Allows objects to be notified of changes in another object.
      • Strategy: Enables an algorithm’s behavior to be selected at runtime.
      • Command: Encapsulates requests as objects to support undoable operations.
      • Chain of Responsibility: Passes requests along a chain of handlers.
      • Mediator: Centralizes communication between objects to reduce coupling.
    • Key Differentiator:
      • Behavioral patterns focus on dynamic interactions and responsibilities rather than static structures or object creation.
  2. Structural Design Patterns
    Focus: Relationships and compositions of objects.
    • Purpose: They define how objects and classes can be combined to form larger structures, emphasizing the composition and organization of components.
    • Examples:
      • Adapter: Translates one interface into another.
      • Decorator: Dynamically adds responsibilities to objects.
      • Composite: Organizes objects into tree structures to represent part-whole hierarchies.
      • Facade: Provides a simplified interface to a larger subsystem.
    • Key Differentiator:
      • Structural patterns deal with the static composition of classes and objects and how they form larger, reusable structures.
  3. Creational Design Patterns
    Focus: Object creation mechanisms.
    • Purpose: These patterns abstract the instantiation process, making the system independent of how objects are created, composed, and represented. They help manage object creation complexities.
    • Examples:
      • Singleton: Ensures a class has only one instance and provides a global access point.
      • Factory Method: Defines a method to create objects without specifying the exact class.
      • Builder: Separates the construction of a complex object from its representation.
      • Prototype: Creates new objects by copying an existing object.
      • Abstract Factory: Provides an interface for creating families of related or dependent objects.
    • Key Differentiator:
      • Creational patterns focus on the lifecycle of objects and ensure that the system is decoupled from the instantiation process.

Summary:
  • Behavioral patterns govern how objects work together and exchange information, focusing on their interactions and responsibilities.
  • Structural patterns are concerned with the relationships between objects and how they are arranged into larger, cohesive structures.
  • Creational patterns tackle object creation mechanisms to ensure flexibility and independence from specific implementations.
Understanding these distinctions helps developers choose the right pattern for the problem at hand.

The Gang of Four (GoF) patterns are generally considered the foundation for all other patterns.
They are categorized in three groups:
  1. Creational,
  2. Structural, and
  3. Behavioral.

Design patterns are recurring solutions to software design problems you find again and again in real-world application development. Patterns are about design and interaction of objects, as well as providing a communication platform concerning elegant, reusable solutions to commonly encountered programming challenges.
  1. Design Patterns

Gang of Four Patterns
Gang of Four Patterns Chart

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