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In software engineering, creational design patterns are design patterns that deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. The basic form of object creation could result in design problems or in added complexity to the design due to inflexibility in the creation procedures.
Criticism has been directed at the concept of software design patterns generally, and at Design Patterns specifically. A primary criticism of Design Patterns is that its patterns are simply workarounds for missing features in C++, replacing elegant abstract features with lengthy concrete patterns, essentially becoming a "human compiler".
The builder pattern is a design pattern that provides a flexible solution to various object creation problems in object-oriented programming.The builder pattern separates the construction of a complex object from its representation.
The object pool design pattern is used in several places in the standard classes of the .NET Framework. One example is the .NET Framework Data Provider for SQL Server. As SQL Server database connections can be slow to create, a pool of connections is maintained. Closing a connection does not actually relinquish the link to SQL Server.
The prototype pattern is a creational design pattern in software development. It is used when the types of objects to create is determined by a prototypical instance , which is cloned to produce new objects.
In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. [1] A design pattern is not a rigid structure that can be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of ...
In object-oriented programming, the factory method pattern is a design pattern that uses factory methods to deal with the problem of creating objects without having to specify their exact classes. Rather than by calling a constructor , this is accomplished by invoking a factory method to create an object.
The book describes the following patterns: Creational patterns (5): Factory method pattern, Abstract factory pattern, Singleton pattern, Builder pattern, Prototype pattern; Structural patterns (7): Adapter pattern, Bridge pattern, Composite pattern, Decorator pattern, Facade pattern, Flyweight pattern, Proxy pattern