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Oktawian Chojnacki
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Design-Patterns.playground.zip

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Design-Patterns.playground/Documentation/section-1.html

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<ul>
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<li><a href="#behavioral">Behavioral</a></li>
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<li><a href="#creational">Creational</a></li>
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<li><a href="#structural">Structural</a></li>
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<li><a href="#structural">Structural</a><h1 id="behavioral">Behavioral</h1>
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</li>
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</ul>
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<h1 id="behavioral">Behavioral</h1>
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<blockquote>
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<p>In software engineering, behavioral design patterns are design patterns that identify common communication patterns between objects and realize these patterns. By doing so, these patterns increase flexibility in carrying out this communication.</p>
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<p><strong>Source:</strong> <a href="http://en.wikipedia.org/wiki/Behavioral_pattern">wikipedia.org</a></p>
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</blockquote>
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<h2 id="-chain-of-responsibility">🐝 Chain Of Responsibility</h2>
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<p><strong>Source:</strong></p>
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<p>The chain of responsibility pattern is used to process varied requests, each of which may be dealt with by a different handler.</p>
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<p><strong>Example:</strong></p>
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Design-Patterns.playground/Documentation/section-13.html

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<div class="content-wrapper">
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<section class="section">
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<h2 id="-observer">👓 Observer</h2>
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<p>The observer pattern is used to allow an object to publish changes to its state.
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Other objects subscribe to be immediately notified of any changes.</p>
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<p><strong>Example:</strong></p>
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Design-Patterns.playground/Documentation/section-17.html

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<h2 id="-state">🐉 State</h2>
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<p>The state pattern is used to alter the behaviour of an object as its internal state changes.
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The pattern allows the class for an object to apparently change at run-time.</p>
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<p><strong>Example:</strong></p>
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Design-Patterns.playground/Documentation/section-21.html

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<h2 id="-strategy">💡 Strategy</h2>
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<p>The strategy pattern is used to create an interchangeable family of algorithms from which the required process is chosen at run-time.</p>
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<p><strong>Example:</strong></p>
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Design-Patterns.playground/Documentation/section-25.html

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<h2 id="-visitor">🏃 Visitor</h2>
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<p>The visitor pattern is used to separate a relatively complex set of structured data classes from the functionality that may be performed upon the data that they hold.</p>
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<p><strong>Example:</strong></p>
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Design-Patterns.playground/Documentation/section-29.html

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<p><strong>Source:</strong> <a href="http://en.wikipedia.org/wiki/Creational_pattern">wikipedia.org</a></p>
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</blockquote>
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<h2 id="-abstract-factory">🌰 Abstract Factory</h2>
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<p>The abstract factory pattern is used to provide a client with a set of related or dependant objects.
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The &quot;family&quot; of objects created by the factory are determined at run-time.</p>
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<p><strong>Example:</strong></p>
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Design-Patterns.playground/Documentation/section-33.html

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<h2 id="-builder">👷 Builder</h2>
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<p>The builder pattern is used to create complex objects with constituent parts that must be created in the same order or using a specific algorithm.
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An external class controls the construction algorithm.</p>
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<p><strong>Example:</strong></p>
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Design-Patterns.playground/Documentation/section-39.html

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<h2 id="-factory-method">🏭 Factory Method</h2>
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<p>The factory pattern is used to replace class constructors, abstracting the process of object generation so that the type of the object instantiated can be determined at run-time.</p>
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<p><strong>Example:</strong></p>
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Design-Patterns.playground/Documentation/section-43.html

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<h2 id="-prototype">🃏 Prototype</h2>
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<p>The prototype pattern is used to instantiate a new object by copying all of the properties of an existing object, creating an independent clone.
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This practise is particularly useful when the construction of a new object is inefficient.</p>
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<p><strong>Example:</strong></p>
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