Discussion

A design pattern is a common solution to a common problem encountered in software development. In this chapter, we have described the patterns in terms of the following:

  • Name – A label used to identify the problem, solution, and consequences of a pattern. The pattern name should be descriptive and kept to one or two words.

  • Description – A short description of the pattern, a UML diagram, and code sample are all used to help define the pattern.

  • Benefits – Describes the advantages using the specified pattern.

  • When to Use – Describes when in the application design you should use the pattern.

There are three types of the GoF patterns:

  • Creational

  • Structural

  • Behavioral

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