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One of the struggles that I’ve had with design patterns is their classification - I’ve often found the GoF approach to be too obscure, and not always very helpful. Certainly, the Creational patterns are fairly straightforward: how are you going to create your objects? This is a question you normally need to ask, and the name brings you right to that group of patterns. But I find Structural and Behavioral to be far less useful distinctions. I have not been able to look at a problem and say “clearly, you need a structural pattern here,” so that classification doesn’t lead me to a solution (I’ll readily admit that I may be missing something here).
I’ve labored for awhile with this problem, first noting that the underlying structure of some of the GoF patterns are similar to each other, and trying to develop relationships based on that similarity. While this was an interesting experiment, I don’t think it produced much of use in the end because the point is to solve problems, so a helpful approach will look at the problem to solve and try to find relationships between the problem and potential solutions.
To that end, I’ve begun to try to collect basic design structures, and to try to see if there’s a way to relate those structures to the various design patterns that appear in well thought-out systems. Currently, I’m just trying to make a list, but eventually I hope to make steps towards connecting these structures with patterns (or I may come up with a different approach altogether - this is still in its formative stages).
Here [3] is the present list of candidates, only some of which will make it to the final list. Feel free to suggest others, or possibly relationships with patterns.
Encapsulation: self containment and embodying a model of usage
Gathering
Localization
Separation
Hiding
Guarding
Connector
Barrier/fence
Variation in behavior
Notification
Transaction
golden world”
medium” (May be a variation on Proxy).