GoF Design Patterns Distilled
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GoF Design Patterns Distilled

About the Book

This book provides straight to a point, distilled explanation of GoF Design Patterns, originally introduced in the book "Design Patterns: Elements of Reusable Object-Oriented Software" by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides.

The book covers all 23 design patterns, divided into three groups: Creational, Structural, and Behavioral.

Each design pattern is presented with a description, use cases, a diagram, and a meaningful example code. Example code is written in Java.

The goal of this book is to teach you design patterns using meaningful examples and straight to the point descriptions.

If you need help understanding design patterns, this book is for you.

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    • Software Engineering
    • Computers and Programming
    • Software Architecture
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About the Author

Dominik Cebula
Dominik Cebula

Hi, I'm Dominik Cebula. I'm a Software Architect & Engineer specializing in designing and developing complex business software. On this website, I share the knowledge and experience I've gained over my 14 years of creating commercial software.

You can find more info about me at https://dominikcebula.com/

Table of Contents

  • 1. Introduction
    • 1.1. Overview
    • 1.2. How to learn design patterns
    • 1.3. Definition of a pattern
    • 1.4. Benefits of patterns
    • 1.5. Criticism of patterns
    • 1.6. Not everything has to be a pattern
    • 1.7. Relation to other principles
    • 1.8. Hype and patterns adoption
    • 1.9. Design Patterns Types
    • 1.10. Summary
    • 1.11. References
  • 2. Behavioral Patterns
    • 2.1. Strategy
    • 2.2. Template Method
    • 2.3. Chain of Responsibility
    • 2.4. Mediator
    • 2.5. Command
    • 2.6. Memento
    • 2.7. State
    • 2.8. Interpreter
    • 2.9. Observer
    • 2.10. Visitor
    • 2.11. Iterator
  • 3. Structural Patterns
    • 3.1. Facade
    • 3.2. Bridge
    • 3.3. Decorator
    • 3.4. Composite
    • 3.5. Proxy
    • 3.6. Adapter
    • 3.7. Flyweight
  • 4. Creational Patterns
    • 4.1. Abstract Factory
    • 4.2. Factory Method
    • 4.3. Builder
    • 4.4. Singleton
    • 4.5. Prototype
  • 5. Summary

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