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Patrones de diseño
Mejores prácticas, buenos diseños, soluciones bien probadas para problemas comunes de software.
Memento pattern
Para implementar la función UNDO.
Un observer que actualiza un display de visualización.
¿Po surgen los patrones de diseño?
Programación orientada a objetos
Single responsibility
Every class or even every method must have a single responsibility and it doesn't do more than that.
Ownership graph
Which object owns which other object. This is because data should go from a single parent to the child.
Singletons
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Publish / Subscribe interface
A single broadcasting object and many other listener objects awaiting events. Encourages a one-way data flow.
Delegate pattern
Common in iOS programming where an object can give callbacks to another object explaining what it's doing.
Chain off responsibility pattern
Often seen in hierarchical three structures; it is a standard technique for communicating events upwards the child issues an event and then the parents will try to handle it and if it can't it will continue bubbling to the grandparent and so on.
Containment pattern
You have a class and they may contain other little objects and controllers that can delegate behaviors.
Adapter pattern
Where you can have many different types of objects with different methods and APIs and then using an adapter you can have them all match a certain type of APIs and interfaces so you can perform a common set of operations on them.
Factory Builder classes
A catalog that indicate what type of classes will be instantiated and when. Especially useful when you need to create a heterogeneous group of different components