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TypeScript Design Patterns

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Creational Patterns

Abstract Factory

Abstract Factory - Abstract Factory Pattern - Abstract Factory Design Pattern: “Lets you produce families of related objects without specifying their concrete classes.”

Builder

Builder - Builder Pattern - Builder Design Pattern: “Lets you construct complex objects step by step. The pattern allows you to produce different types and representations of an object using the same construction code.”

Factory Method

Factory - Factory Method - Factory Method Pattern - Factory Method Design Pattern: “Provides an interface for creating objects in a superclass, but allows subclasses to alter the type of objects that will be created.”

Prototype

Prototype - Prototype Pattern - Prototype Design Pattern: “Lets you copy existing objects without making your code dependent on their classes.”

Singleton

Singleton - Singleton Pattern - Singleton Design Pattern: “Lets you ensure that a class has only one instance, while providing a global access point to this instance.”


Structural Patterns

Structural Patterns - Structural Design Patterns include:

Adapter

Adapter Allows objects with incompatible interfaces to collaborate.

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Bridge

Bridge Lets you split a large class or a set of closely related classes into two separate hierarchies—abstraction and implementation—which can be developed independently of each other.

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Composite

Composite Lets you compose objects into tree structures and then work with these structures as if they were individual objects.

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Decorator

Decorator Lets you attach new behaviors to objects by placing these objects inside special wrapper objects that contain the behaviors.

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Facade

Facade Provides a simplified interface to a library, a framework, or any other complex set of classes.

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Flyweight

Flyweight Lets you fit more objects into the available amount of RAM by sharing common parts of state between multiple objects instead of keeping all of the data in each object.

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Proxy

Proxy Lets you provide a substitute or placeholder for another object. A proxy controls access to the original object, allowing you to perform something either before or after the request gets through to the original object.

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Behavioral Patterns

Behavioral Patterns include:

Chain of Responsibility

Chain of Responsibility Lets you pass requests along a chain of handlers. Upon receiving a request, each handler decides either to process the request or to pass it to the next handler in the chain.

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Command

Command Turns a request into a stand-alone object that contains all information about the request. This transformation lets you parameterize methods with different requests, delay or queue a request's execution, and support undoable operations.

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Iterator

Iterator Lets you traverse elements of a collection without exposing its underlying representation (list, stack, tree, etc.).

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Mediator

Mediator Lets you reduce chaotic dependencies between objects. The pattern restricts direct communications between the objects and forces them to collaborate only via a mediator object.

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Memento

Memento Lets you save and restore the previous state of an object without revealing the details of its implementation.

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Observer Observer Lets you define a subscription mechanism to notify multiple objects about any events that happen to the object they're observing.
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State State Lets an object alter its behavior when its internal state changes. It appears as if the object changed its class.
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Strategy Strategy Lets you define a family of algorithms, put each of them into a separate class, and make their objects interchangeable.
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Template Method Template Method Defines the skeleton of an algorithm in the superclass but lets subclasses override specific steps of the algorithm without changing its structure.
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Visitor Visitor Lets you separate algorithms from the objects on which they operate.
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