Introduction

Behavioral 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.

Examples

Following pattern are comes under Behavioral Patterns

  • Command: Command objects encapsulate an action and its parameters
  • Chain of responsibility: Command objects are handled or passed on to other objects by logic-containing processing objects
  • Interpreter: Implement a specialized computer language to rapidly solve a specific set of problems
  • Iterator: Iterators are used to access the elements of an aggregate object sequentially without exposing its underlying representation
  • Mediator: Provides a unified interface to a set of interfaces in a subsystem
  • Memento: Provides the ability to restore an object to its previous state (rollback)
  • Observer: also known as Publish/Subscribe or Event Listener. Objects register to observe an event that may be raised by another object
  • State: A clean way for an object to partially change its type at runtime
  • Strategy: Algorithms can be selected on the fly
  • Template Method: Describes the program skeleton of a program
  • Visitor: A way to separate an algorithm from an object