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Thinking in C++ Vol 2 - Practical Programming
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Classifying patterns

GoF discusses 23 patterns, classified under three purposes (all of which revolve around the particular aspect that can vary):

1.      Creational: How an object can be created. This often involves isolating the details of object creation so your code isn t dependent on what types of objects there are and thus doesn t have to be changed when you add a new type of object. This chapter introduces Singleton, Factories, and Builder.

2.      Structural: These affect the way objects are connected with other objects to ensure that changes in the system don t require changes to those connections. Structural patterns are often dictated by project constraints. In this chapter you ll see Proxy and Adapter.

3.      Behavioral: Objects that handle particular types of actions within a program. These encapsulate processes that you want to perform, such as interpreting a language, fulfilling a request, moving through a sequence (as in an iterator), or implementing an algorithm. This chapter contains examples of Command, Template Method, State, Strategy, Chain of Responsibility, Observer, Multiple Dispatching, and Visitor.

GoF includes a section on each of its 23 patterns along with one or more examples of each, typically in C++ but sometimes in Smalltalk. This book will not repeat the details of the patterns shown in GoF since that book stands on its own and should be studied separately. The description and examples provided here are intended to give you a grasp of the patterns, so you can get a feel for what patterns are about and why they are important.

Thinking in C++ Vol 2 - Practical Programming
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   Reproduced courtesy of Bruce Eckel, MindView, Inc. Design by Interspire