Behavioral patterns (Beteendemönster)
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Mönster som underlättar kommunikation mellan objekt. (Wikipedia)
Chain of responsibility pattern
Command objects are handled or passed on to other objects by logic-containing processing objects
Command pattern
Command objects encapsulate an action and its parameters
”Externalize the Stack”
Turn a recursive function into an iterative one that uses a stack[1]
Hierarchical visitor pattern
Provide a way to visit every node in a hierarchical data structure such as a tree
Interpreter pattern
Implement a specialized computer language to rapidly solve a specific set of problems
Iterator pattern
Iterators are used to access the elements of an aggregate object sequentially without exposing its underlying representation
Mediator pattern
Provides a unified interface to a set of interfaces in a subsystem
Memento pattern
Provides the ability to restore an object to its previous state (rollback)
Null Object pattern
Designed to act as a default value of an object
Observer pattern
aka Publish/Subscribe or Event Listener. Objects register to observe an event that may be raised by another object
Weak reference pattern
De-couple an observer from an observable
Protocol stack
Communications are handled by multiple layers, which form an encapsulation hierarchy
Scheduled-task pattern
A task is scheduled to be performed at a particular interval or clock time (used in real-time computing)
Single-serving visitor pattern
Optimise the implementation of a visitor that is allocated, used only once, and then deleted
Specification pattern
Recombinable business logic in a boolean fashion
State pattern
A clean way for an object to partially change its type at runtime
Strategy pattern
Algorithms can be selected on the fly
Template method pattern
Describes the program skeleton of a program
Visitor pattern
A way to separate an algorithm from an object
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