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Identify the aspects of your application that vary and separate them from what stays the same.
Program to an interface, not an implementation.
Favor composition over inheritance.
Strive for loosely coupled design between objects that interact.
Classes should be open for extension, but closed for modification.
Depend upon abstractions. Do not depend upon concrete classes.
Principle of Least Knowledge: talk only to your immediate friends.
The Hollywood Principle: Don't call us, we'll call you
Single Responsibility: A class should have only one reason to change.
Design patterns
Strategy Pattern - defines a family of algorithms, encapsulates each one, and makes them interchangeable. It lets the algorithm vary independently of the client that use it.
Observer Pattern - defines a one-to-many dependencies between objects so that when one object changes state, all of its dependents are notified and updated automatically.
Decorator Pattern - attaches additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extended functionality.
Factory Method - defines an interface for creating an object, but lets subclasses decide which class to instantiate. Factory method lets a class defer instantiation to subclasses.
Abstract Factory - provides an interface for creating families of related or dependent objects without specifying their concrete classes.
Singleton Pattern - ensures a class has only one instance, and provides a global point of access to it.
Command Pattern - encapsulates a request as an object, thereby letting you parameterize other objects with different requests, queue or log requests, and support undoable operations.
Adapter Pattern - converts the interface of a class into another interface the clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces
Facade Pattern - provides a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.
Template Pattern - defines the skeleton of an algorithm in a method., deferring some steps to subclasses. Template Method lets subclass redefine certain steps of an algorithm without changing the algorithm's structure.
Iterator Pattern - provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
Composite Pattern - allows you to compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
State Pattern - allows an object to alter its behaviour when its internal state changes. The object will appear to change its class.