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Design Patterns are a crucial part of software development, allowing developers to find solutions to common problems in a more efficient and maintainable way. They represent best practices and are usually divided into three main categories: Creational, Structural, and Behavioral. Below, you'll find an overview of each category with some examples.

Creational Design Patterns

Creational Design Patterns deal with object creation mechanisms. They abstract the instantiation process and make the system more independent, flexible, and maintainable.

  1. Singleton Pattern: Ensures that a class has only one instance and provides a global point to access it.
  2. Factory Method Pattern: Defines an interface for creating an object but allows subclasses to alter the type of objects that will be created.
  3. Abstract Factory Pattern: Similar to the Factory Method, but here a family of related or dependent objects is created without specifying their concrete classes.
  4. Builder Pattern: Allows the construction of a complex object step by step.
  5. Prototype Pattern: Creates new objects by copying an existing object, known as the prototype.

Structural Design Patterns

Structural Design Patterns are concerned with how classes and objects can be composed to form larger structures.

  1. Adapter Pattern: Allows incompatible interfaces to work together. This makes one class look like another class by providing a wrapper around it.
  2. Bridge Pattern: Separates an object’s abstraction from its implementation so that the two can vary independently.
  3. Composite Pattern: Composes objects into tree-like structures to represent part-whole hierarchies.
  4. Decorator Pattern: Adds new functionalities to an object without altering its structure.
  5. Flyweight Pattern: Minimizes memory usage or computational expenses by sharing as much as possible with related objects.

Behavioral Design Patterns

Behavioral Design Patterns are concerned with algorithms and the assignment of responsibilities between objects.

  1. Strategy Pattern: Defines a family of algorithms, encapsulates each one, and makes them interchangeable.
  2. Observer Pattern: Defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
  3. Command Pattern: Encapsulates a request as an object, thereby allowing for parameterization and queuing of requests, and providing additional functionalities such as logging and undo operations.
  4. State Pattern: Allows an object to alter its behavior when its internal state changes.
  5. Mediator Pattern: Reduces the direct communication between objects by introducing a mediator, thereby reducing dependencies between communicating objects.

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