Behavioral Patterns

Description: Behavioral patterns are a set of design patterns that focus on how objects interact and communicate with each other. These patterns are fundamental in object-oriented programming, as they allow developers to create more flexible and reusable systems. By focusing on the interaction between objects, behavioral patterns help define how responsibilities are distributed and how components communicate within a system. This not only improves code organization but also facilitates maintenance and scalability of applications. Behavioral patterns include solutions to common communication and control flow problems, such as event management, task delegation, and the implementation of behavioral algorithms. In summary, these patterns are essential for designing software systems that are efficient and easy to understand, promoting effective collaboration among different software components.

History: Design patterns, including behavioral patterns, were popularized in 1994 by authors Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides in their book ‘Design Patterns: Elements of Reusable Object-Oriented Software’. This book classifies patterns into three categories: creational patterns, structural patterns, and behavioral patterns. Behavioral patterns focus on the interaction and responsibility among objects and have evolved over time as object-oriented programming has grown in popularity and complexity.

Uses: Behavioral patterns are used in software development to improve communication between objects and facilitate the management of complex tasks. They are particularly useful in systems where dynamic interaction between components is required, such as in user interface applications, event-driven systems, and distributed architectures. These patterns help reduce coupling between components, allowing for greater flexibility and ease of maintenance.

Examples: Examples of behavioral patterns include the Observer pattern, which allows one object to notify other objects about changes in its state; the Strategy pattern, which allows selecting an algorithm at runtime; and the Command pattern, which encapsulates a request as an object, allowing the parameterization of clients with different requests.

  • Rating:
  • 2.7
  • (6)

Deja tu comentario

Your email address will not be published. Required fields are marked *

PATROCINADORES

Glosarix on your device

Install
×
Enable Notifications Ok No