Contains a catalog of all design patterns described in Design Patterns: Elements of Reusable Object-Oriented Software

Alphabetically sorted

NameDescription
Abstract FactoryProvide an interface for creating families of related or dependent objects without specifying their concrete classes
AdapterConvert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn’t otherwise because of incompatible interfaces
BridgeDecouple an abstraction from its implementation so that the 2 can vary independently.
BuilderSeparate the construction of a complex object from its representation so that the same construction process can create different representations.
Chain of responsibilityAvoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.
CommandEncapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
CompositeCompose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
DecoratorAttach additional responsibilities to an object dynamically. Decorations provide a flexible alternative to subclassing for extending functionality.
FacadeProvide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.
Factory methodDefine an interface for creating an object, but let subclasses decide which class to instantiate. Factory method lets a class defer instantiation to subclasses.
FlyweightUse sharing to support large numbers of fine-grained objects efficiently.
InterpreterGiven a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.
IteratorProvide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
MediatorDefine an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.
MementoWithout violating encapsulation, capture and externalize an object’s internal state so that the object can be restored to this later.
ObserverDefine a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
ProxyProvide a surrogate or placeholder for another object to control access to it.
SingletonEnsure a class only has one instance and provide a global point of access to it.
StateAllow an object to alter its behaviour when its internal state changes. The object will appear to change its class.
Template methodDefine the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template method lets subclasses redefine certain steps of an algorithm without changing the algorithm’s sturcture.
VisitorRepresent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.

Sorted by purpose and scope

Purpose
CreationalStructuralBehavioral
ScopeClass
  • Factory Method
  • Adapter (class)
  • Interpreter
  • Template Method
Object
  • Abstract Factory
  • Builder
  • Prototype
  • Singleton
  • Adapter (object)
  • Bridge
  • Composite
  • Decorator
  • Facade
  • Flyweight
  • Proxy
  • Chain of responsibility
  • Command
  • Iterator
  • Mediator
  • Memento
  • Observer
  • State
  • Strategy
  • Visitor