Chapter 1: Introduction to Design Patterns
* Summary:
* Defines design patterns as reusable solutions to common software design problems.
* Lists the goals of using design patterns: code reuse, maintainability, and communication.
* Real Example:
* Singleton Pattern: Ensures that only a single instance of a class can exist. Used in logging systems or database connections.
Chapter 2: Creational Patterns
* Summary:
* Describes design patterns used to create objects in various scenarios.
* Includes patterns like Factory Method, Abstract Factory, Singleton, Builder, and Prototype.
* Real Example:
* Factory Method Pattern: Defines an interface for creating objects, but allows subclasses to alter the type of objects that will be created. Used in GUIs to create buttons or other widgets.
Chapter 3: Structural Patterns
* Summary:
* Addresses patterns that organize objects and classes into larger structures.
* Covers Bridge, Adapter, Proxy, Composite, Decorator, and Facade.
* Real Example:
* Decorator Pattern: Attaches additional responsibilities to an object dynamically. Used in GUI development to add scrollbars or borders to widgets.
Chapter 4: Behavioral Patterns
* Summary:
* Explores patterns that define how objects interact and communicate.
* Includes Command, Strategy, Observer, Iterator, Template Method, and State.
* Real Example:
* Command Pattern: Encapsulates a request as an object, allowing it to be queued, logged, or undone. Used in undo/redo functionality in text editors.
Chapter 5: Architectural Patterns
* Summary:
* Discusses high-level patterns that describe the overall structure and organization of a system.
* Covers MVC, MVP, Repository, and Mediator.
* Real Example:
* MVC (Model-View-Controller) Pattern: Separates the data, presentation, and control logic into distinct components. Used in GUI applications to allow multiple views of the same model.
Chapter 6: Structural Patterns for Concurrency
* Summary:
* Introduces patterns designed to handle concurrency and multithreading.
* Includes Reader/Writer, Monitor, Guarded Suspension, and Active Object.
* Real Example:
* Guarded Suspension Pattern: Allows a thread to suspend until an event has occurred, such as the completion of an asynchronous operation. Used in web servers to handle client requests.
Chapter 7: Advanced Concepts
* Summary:
* Discusses advanced topics related to design patterns, such as pattern reuse, anti-patterns, and frameworks.
* Covers Dependency Inversion, Dependency Injection, and Aspect-Oriented Programming.
* Real Example:
* Dependency Injection: Injects dependencies into an object instead of hardcoding them. This allows for greater flexibility and testability. Used in unit testing frameworks.