- Creational design pattern - These design patterns are all about class instantiation. This pattern can be further divided into class-creation patterns and object-creational patterns. While class-creation patterns use inheritance effectively in the instantiation process, object-creation patterns use delegation effectively to get the job done.
- Structural design pattern - These design patterns are all about Class and Object composition. Structural class-creation patterns use inheritance to compose interfaces. Structural object-patterns define ways to compose objects to obtain new functionality.
- Behavioural design pattern - These design patterns are all about Class's objects communication. Behavioral patterns are those patterns that are most specifically concerned with communication between objects.
- Abstract Factory - Creates an instance of several families of classes
- Builder - Separates object construction from its representation
- Factory Method - Creates an instance of several derived classes
- Object Pool - Avoid expensive acquisition and release of resources by recycling objects that are no longer in use
- Prototype - A fully initialized instance to be copied or cloned
- Singleton - A class of which only a single instance can exist
- Adapter - Match interfaces of different classes
- Bridge - Separates an object’s interface from its implementation
- Composite - A tree structure of simple and composite objects
- Decorator - Add responsibilities to objects dynamically
- Facade - A single class that represents an entire subsystem
- Flyweight - A fine-grained instance used for efficient sharing
- Private Class Data - Restricts accessor/mutator access
- Proxy - An object representing another object
- Chain of responsibility - A way of passing a request between a chain of objects
- Command - Encapsulate a command request as an object
- Interpreter - A way to include language elements in a program
- Iterator - Sequentially access the elements of a collection
- Mediator - Defines simplified communication between classes
- Memento - Capture and restore an object's internal state
- Null Object - Designed to act as a default value of an object
- Observer - A way of notifying change to a number of classes
- State - Alter an object's behavior when its state changes
- Strategy - Encapsulates an algorithm inside a class
- Template method - Defer the exact steps of an algorithm to a subclass
- Visitor - Defines a new operation to a class without change