Design patterns when compared to the abstract, the real use of it is relatively simple, and the real commonly used in fact are some easy-to-use mode.
But many of the materials that introduce design patterns are examples of code that do not have practical meaning and are not easy to understand and memorize.
In this series I will use the actual case and code of some projects to summarize the design pattern, hope really helps to understand.
A wide variety of design patterns, here are some of the actual application of the project, can chew, sometimes really mastered some, and then see the other will extrapolate.
Common design Pattern Classification:
1. Create type
The object is no longer instantiated by us when the object is created, but rather by a program that determines how the object is created based on a particular scenario, guaranteeing greater performance and better architectural advantage. The creation pattern consists of simple Factory mode (not one of 23 design patterns), factory method, abstract Factory mode, Singleton mode , generator mode, and prototype mode.
2. Structural type
Used to help organize multiple objects into larger structures. The structure mode mainly has the adapter mode adapter, the bridging modebridge, the combination mode component, the adorner mode decorator, the façade mode , the Hengyuan mode flyweight and Proxy mode ProXy.
3. Behavioral Type
Used to help communicate the objects between systems, and how to control the processes in complex systems. Behavioral patterns include command- mode commands, interpreter-mode, iterator-mode, mediator-mode, Memo-mode, Observer -mode, status-mode state, policy -mode, template-mode, and visitor-mode.
Other articles to refer to:
Http://www.cnblogs.com/maowang1991/archive/2013/04/15/3023236.html
http://blog.csdn.net/xsl1990/article/details/16359289
Design Pattern Practical Case Series Description