There are three basic classifications of patterns Creational, Structural, and Behavioral patterns.
Creational Patterns
Abstract Factory:- Creates an instance of several families of classes
Builder: - Separates object construction from its representation
Factory Method:- Creates an instance of several derived classes
Prototype:- A fully initialized instance to be copied or cloned
Singleton:- A class in which only a single instance can exist
Structural Patterns
Adapter:- Match interfaces of different classes.
Bridge:- Separates an object’s abstraction from its implementation.
Composite:- A tree structure of simple and composite objects.
Decorator:- Add responsibilities to objects dynamically.
Façade:- A single class that represents an entire subsystem.
Flyweight:- A fine-grained instance used for efficient sharing.
Proxy:- An object representing another object.
Behavioral Patterns
Mediator:- Defines simplified communication between classes.
Memento:- Capture and restore an object's internal state.
Interpreter:- A way to include language elements in a program.
Iterator:- Sequentially access the elements of a collection.
Chain of Resp:- A way of passing a request between a chain of objects.
Command:- Encapsulate a command request as an object.
State:- Alter an object's behavior when its state changes.
Strategy:- Encapsulates an algorithm inside a class.
Observer:- A way of notifying change to a number of classes.
Template Method:- Defer the exact steps of an algorithm to a subclass.
Visitor:- Defines a new operation to a class without change.
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