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design_patterns's Introduction

design_paterns

A Pattern is a solution to a problem in a context.

This project implements various design patterns in an individual program. So, to compile it, you need:

  • g++ version: 12.2.0
  • Windows OS: 10

Principles

OO Basics

- Abstraction
- Encapsulation
- Polymorphism
- Inheritance

OO Principles

- Encapsulate what varies
- Favor Composition over inheritance
- Program to Interfaces, not implementations
- Strive for loosely coupled designs between objects that interact

Design principles:

1. Identify the aspects of the application that **vary** and separate them from what stays the **same**.
2. Program to an **interface**, not an **implementation**.
3. Favor **composition** over inheritance.
4. Strive for **loosely coupled** designs between objects that interact.
5. Classes should be **open** for extension, but **closed** for modification.
6. Depend upon abstractions. Do not depend upon concrete classes.
7. Principle of Least Knowledge - talk only to your immediate friends.
8. A class should have only one reason to change.

1.Strategy:

The Strategy Pattern defines a family of algorithms, encapsulates each one, and makes them interchangeable. Strategy lets the algorithm vary independently from clients that use it.

g++ -Wall -Wextra main.cpp 1.strategy\3.sim_u_duck_stategy.cpp -I"D:\design_patterns" -I"D:\design_patterns\1.strategy"

2.Observer:

The Observer Pattern defines a one-to-many dependency between objects so that when one object changes state, all of its dependents are notified and updated automatically.

When two objects are loosely coupled, they can interact, but have very little knowledge of each other:

The only thing the subject knows about an observer is that it implements a certain interface.

We can add new observers at any time.

We never need to modify the subject to add new types of observers.

We can reuse subjects or observers independently of each other.

Changes to either the subject or an observer will not affect the other.

Loosely coupled designs allow us to build flexible OO systems that can handle change because they minimize the interdependency between objects.

g++ -Wall -Wextra main.cpp 2.observer\2.weather_station_observer.cpp -I"D:\design_patterns" -I"D:\design_patterns\2.observer"

3.Decorator:

The Decorator Pattern attaches additional responsibilities to an object dynamically. Decorators provide a fl exible alternative to subclassing for extending functionality.

Our goal is to allow classes to be easily extended to incorporate new behavior without modifying existing code. What do we get if we accomplish this? Designs that are resilient to change and flexible enough to take on new functionality to meet changing requirements.

g++ -Wall -Wextra main.cpp .\3.decorator\pizza_decorator.cpp -I"D:\design_patterns" -I"D:\design_patterns\3.decorator"
g++ -Wall -Wextra main.cpp .\3.decorator\starbuzz_decorator.cpp -I"D:\design_patterns" -I"D:\design_patterns\3.decorator"
g++ -Wall -Wextra main.cpp .\3.decorator\starbuzz_with_size_decorator.cpp -I"D:\design_patterns" -I"D:\design_patterns\3.decorator"

4.Factory:

The Factory Method Pattern defines an interface for creating an object, but lets subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.


 g++ -Wall -Wextra main.cpp .\4.factory\pizza_store_factory_method.cpp -I"D:\design_patterns" -I"D:\design_patterns\4.factory"

The Abstract Factory Pattern provides an interface for creating families of related or dependent objects without specifying their concrete classes.


 g++ -Wall -Wextra main.cpp .\4.factory\pizza_store_abstract_factory.cpp -I"D:\design_patterns" -I"D:\design_patterns\4.factory"


5.Singleton:

The Singleton Pattern ensures a class has only one instance, and provides a global point of access to it.

g++ -Wall -Wextra main.cpp 5.singleton\chocolate_boiler.cpp -I"D:\design_patterns" -I"D:\design_patterns\5.singleton"
g++ -Wall -Wextra main.cpp 5.singleton\singleton.cpp -I"D:\design_patterns" -I"D:\design_patterns\5.singleton"

6.Command:

The Command Pattern encapsulates a request as an object, thereby letting you parameterize other objects with different requests, queue or log requests, and support undoable operations.

g++ -Wall -Wextra main.cpp .\6.command\remote_wl.cpp -I"D:\design_patterns" -I"D:\design_patterns\6.command"
g++ -Wall -Wextra main.cpp .\6.command\undo.cpp -I"D:\design_patterns" -I"D:\design_patterns\6.command"

7.Adapter:

The Adapter Pattern converts the interface of a class into another interface the clients expect. Adapter lets classes work together that couldn’t otherwise because of incompatible interfaces.

 g++ -Wall -Wextra main.cpp .\7.adapter\ducks_adapter.cpp -I"D:\design_patterns" -I"D:\design_patterns\7.adapter"

7.Facade:

The Facade Pattern provides a unified interface to a set of interfaces in a subsytem. Facade defines a higher level interface that makes the subsystem easier to use.

g++ -Wall -Wextra main.cpp .\7.facade\home_theather_facade.cpp -I"D:\design_patterns" -I"D:\design_patterns\7.facade"

8.Template method:

*The Template Method Pattern defines the skeleton of an algorithm in a method, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm’s structure.

g++ -Wall -Wextra main.cpp 8.template_method\barista_template_method.cpp -I"D:\design_patterns" -I"D:\design_patterns\8.template_method"

9.Iterator:

The Iterator Pattern "provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation."

g++ -Wall -Wextra main.cpp 9.iterator\dinermergercafe_iterator.cpp -I"D:\design_patterns" -I"D:\design_patterns\9.iterator"

9.Composite:

The Composite Pattern allows you to compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.

 g++ -Wall -Wextra main.cpp .\9.composite\menu_composite.cpp -I"D:\design_patterns" -I"D:\design_patterns\9.composite"

10. State:

*The State Pattern allows an object to alter its behavior when its internal state changes. The object will appear to change its class.

g++ -Wall -Wextra main.cpp .\10.state\1.gumball_machine.cpp -I"D:\design_patterns" -I"D:\design_patterns\10.state"
g++ -Wall -Wextra main.cpp .\10.state\2.gumball_machine_state.cpp -I"D:\design_patterns" -I"D:\design_patterns\10.state"
g++ -Wall -Wextra main.cpp .\10.state\2.gumball_machine_state_winner.cpp -I"D:\design_patterns" -I"D:\design_patterns\10.state"

10.Proxy:

The Proxy Pattern provides a surrogate or placeholder for another object to control access to it.

 g++ -Wall -Wextra main.cpp .\9.composite\menu_composite.cpp -I"D:\design_patterns" -I"D:\design_patterns\9.composite"

12.Compound:

The Compound Pattern A Compound Pattern combines two or more patterns into a solution that solves a recurring or general problem.

 g++ -Wall -Wextra main.cpp .\9.composite\menu_composite.cpp -I"D:\design_patterns" -I"D:\design_patterns\9.composite"

To excute the excutable file:

.\a.exe --reporter compact

or with more precise details:

.\a.exe --reporter compact --success

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