Examples of basic design patterns
- Delegation pattern - An entity externally expresses some behavior, but in reality transfers responsibility for performing this behavior to a related object.
- Functional design - Ensures that each entity has only one responsibility and performs it with a minimum of side effects on others.
- Immutable interface - Creation of an immutable object.
- Interface - A general method for structuring entities to make them easier to understand.
- Marker interface - The presence or absence of an implementation of the marker interface is used as an attribute (as an entity tag). In modern programming languages, attributes or annotations are used instead.
- Property container - Allows you to add additional entity properties to the container within itself, instead of expanding with new properties.
- Event channel - Creates a centralized channel for events. Uses a proxy to subscribe and a proxy to post an event to a channel. The Representative is separate from the real publisher or subscriber. A subscriber can receive published events from more than one entity, even if it is registered with only one channel.
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