Memory Mangement Pattern
The Counted Pointer pattern supports memory management by counting references to dynamically created objects.
A decorator allows to add behavior to an individual object, either statically or dynamically, without affecting the behavior of other objects from the same class.
This pattern adds another level of inheritance to Visitor, providing a default implementation that takes advantage of the inheritance relationships in a polymorphic hierarchy of elements.
Instead of creating dependent objects, the objects are passed to the client either by constructor injection, setter injection or interface injection. The client does not need to know the implementation details of the used objects, only its interfaces.
One should depend upon abstractions, not concretions.
Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.
A concurrency pattern which reduces the overhead of acquiring a lock. First, the locking condition is tested without acquiring the lock. Only if this check indicates that locking is required the actual locking mechanism and the synchronized logic is executed.
Refactor a private field so that it can only be accessed using getter or setter methods. The advantage is that the accessors can be extended with additional logic without recompiling the client.
Use an append-only store to record the full series of events that describe actions taken on data in a domain, rather than storing just the current state, so that the store can be used to materialize the domain objects.
The Extension Interface design pattern allows multiple interfaces to be exported by a component, to prevent bloating of interfaces and breaking of client code when developers extend or modify the functionality of the component.
Attach additional methods to a class. Whereas Decorator requires that the core class's interface remain fixed as successive "wrappers" are applied, Extension Objects allow the class's interface to grow incrementally and dynamically.
Create a new class and move the relevant fields and methods from the old class into the new class.
Extract a code fragment into a new method whose name explains its purpose. The refactoring is a way remove code comments and create small methods.
Trade the performance overhead of a small number of run-time type tests for reduced complexity and coupling in the visitor and element classes by testing the feasibility of a visit operation before performing it.
The facade pattern is used to define a simplified interface to a more complex subsystem.
An object with methods to create objects without specifying the exact class that will be created. Depending on the concrete factory implementation objects with different classes are created.
The flyweight pattern is used to reduce the memory and resource usage for complex models containing many hundreds, thousands or hundreds of thousands of similar objects.
The Forwarder-Receiver design pattern provides transparent inter-process communication for software systems with a peer-to-peer interaction model. It introduces forwarders and receivers to decouple peers from the underlying communication mechanism.
The Half-Sync/Half-Async architectural pattern decouples asynchronous and synchronous service processing in concurrent systems, to simplify programming without unduly reducing performance. The pattern introduces two intercommunicating layers, one for asynchronous and one for synchronous service processing.
The intercepting filter design pattern is used when we want to do some pre-processing / post-processing with request or response of the application. Filters are defined and applied on the request before passing the request to actual target application.