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The observer pattern addresses the following problems: [2] A one-to-many dependency between objects should be defined without making the objects tightly coupled. When one object changes state, an open-ended number of dependent objects should be updated automatically. An object can notify multiple other objects.
A sample UML class and sequence diagram for the Flyweight design pattern. [6] The above UML class diagram shows: the Client class, which uses the flyweight pattern; the FlyweightFactory class, which creates and shares Flyweight objects; the Flyweight interface, which takes in extrinsic state and performs an operation
Model–view–viewmodel (MVVM) is an architectural pattern in computer software that facilitates the separation of the development of a graphical user interface (GUI; the view)—be it via a markup language or GUI code—from the development of the business logic or back-end logic (the model) such that the view is not dependent upon any ...
In the above UML class diagram, the Director class doesn't create and assemble the ProductA1 and ProductB1 objects directly. Instead, the Director refers to the Builder interface for building (creating and assembling) the parts of a complex object, which makes the Director independent of which concrete classes are instantiated (which ...
Composition over inheritance (or composite reuse principle) in object-oriented programming (OOP) is the principle that classes should favor polymorphic behavior and code reuse by their composition (by containing instances of other classes that implement the desired functionality) over inheritance from a base or parent class. [2]
The bridge pattern is a design pattern used in software engineering that is meant to "decouple an abstraction from its implementation so that the two can vary independently", introduced by the Gang of Four. [1]
The factory method design pattern solves problems such as: How can an object's subclasses redefine its subsequent and distinct implementation? The pattern involves creation of a factory method within the superclass that defers the object's creation to a subclass's factory method.
In the above UML class diagram, the Client class refers to the Prototype interface for cloning a Product. The Product1 class implements the Prototype interface by creating a copy of itself. The UML sequence diagram shows the run-time interactions: The Client object calls clone() on a prototype:Product1 object, which creates and returns a copy ...