- UML – Class Adapter — allows classes with incompatible interfaces to work together by wrapping its own interface around that of an already existing class
- UML – Object Adapter
- UML – Facade — provides a simplified interface to a large body of code
- UML – Composite — composes zero-or-more similar objects so that they can be manipulated as one object
- UML – Decorator — dynamically adds/overrides behaviour in an existing method of an object
- UML – Proxy — provides a placeholder for another object to control access, reduce cost, and reduce complexity
- UML – Flyweight — reduces the cost of creating and manipulating a large number of similar objects
- UML – Bridge — decouples an abstraction from its implementation so that the two can vary independently
- UML – Factory Method — creates objects without specifying the exact class to create
- UML – Abstract Factory — groups object factories that have a common theme
- UML – Prototype — creates objects by cloning an existing object
- UML – Singleton — restricts object creation for a class to only one instance
- UML – Builder — constructs complex objects by separating construction and representation
- UML – Template Method — defines the skeleton of an algorithm as an abstract class, allowing its subclasses to provide concrete behavior
- UML – Strategy — allows one of a family of algorithms to be selected on-the-fly at runtime
- UML – State — allows an object to alter its behavior when its internal state changes
- UML – Command — creates objects which encapsulate actions and parameters
- UML – Observer — is a publish/subscribe pattern which allows a number of observer objects to see an event
- UML – Mediator — allows loose coupling between classes by being the only class that has detailed knowledge of their methods
- UML – Memento — provides the ability to restore an object to its previous state (undo)
- UML – Iterator — accesses the elements of an object sequentially without exposing its underlying representation
- UML – Visitor — separates an algorithm from an object structure by moving the hierarchy of methods into one object
- UML – Chain of Responsability — delegates commands to a chain of processing objects
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