MIT License

项目介绍

nimit95/Real-world-Design-Patterns-Node-JS 是一个托管在 GitHub 上的开源项目,主要使用 JavaScript 编写,采用 MIT License 许可证,目前获得 426 个 Star、61 次 Fork。

仓库全名
nimit95/Real-world-Design-Patterns-Node-JS
开源许可证
MIT License
Star 数
426
Fork 数
61
未关闭 Issue
4

README 摘要

Real World Design Patterns using the Node.js APIs 🚀 Introduction ================= Here you will find the 23 (Gof) design patterns implemented in Javascript using the ES6 classes with Node.js APIs. These files can be used to learn design patterns as well as Node APIs, You can use the docs.md to get overview of all examples. 📒 All Examples at One Place Follows the list of patterns separed by type: 🔨 Creational…

完整内容见 GitHub 原始 README 或本页 。

常见问题

Real-world-Design-Patterns-Node-JS 用什么语言开发?

主要使用 JavaScript 编写,采用 MIT License 许可证,目前有 426 个 Star。

Real-world-Design-Patterns-Node-JS 可以免费商用吗?

仓库采用 MIT License 许可证,可免费使用与修改,商业使用请遵守许可证条款(例如保留版权声明与许可声明)。

如何获取 Real-world-Design-Patterns-Node-JS 的源码?

可以直接克隆仓库:git clone https://github.com/nimit95/Real-world-Design-Patterns-Node-JS.git;安装与运行步骤见仓库 README。

Real-world-Design-Patterns-Node-JS 最近还在维护吗?

仓库最近一次更新为 2022年2月13日,当前有 4 个未关闭 Issue;Star 数为 426,可作为社区活跃度的参考。

关于

GitHub 原始描述(英文)

All the 23 (GoF) design patterns implemented in Javascript with Real World Example using Node.js APIs

描述取自 GitHub 官方 API,保持仓库作者书写的原文。

语言占比

JavaScript

贡献者

README

Real World Design Patterns using the Node.js APIs

🚀 Introduction

Here you will find the 23 (Gof) design patterns implemented in Javascript using the ES6 classes with Node.js APIs. These files can be used to learn design patterns as well as Node APIs, You can use the docs.md to get overview of all examples.

📒 All Examples at One Place

Follows the list of patterns separed by type:

🔨 Creational Patterns

Creational patterns are ones that create objects for you, rather than having you instantiate objects directly. This gives your program more flexibility in deciding which objects need to be created for a given case.

  • Abstract factory: provide an interface for creating families of related or dependent objects without specifying their concrete classes.
  • Builder: separate the construction of a complex object from its representation, allowing the same construction process to create various representations.
  • Factory method: define an interface for creating a single object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.
  • Prototype: specify the kinds of objects to create using a prototypical instance, and create new objects from the ‘skeleton’ of an existing object, thus boosting performance and keeping memory footprints to a minimum.
  • Singleton: ensure a class has only one instance, and provide a global point of access to it.

🚡 Structural Patterns

These concern class and object composition. They use inheritance to compose interfaces and define ways to compose objects to obtain new functionality.

  • Adapter: allows classes with incompatible interfaces to work together by wrapping its own interface around that of an already existing class.
  • Bridge: decouples an abstraction from its implementation so that the two can vary independently.
  • Composite: composes zero-or-more similar objects so that they can be manipulated as one object.
  • Decorator: dynamically adds/overrides behaviour in an existing method of an object.
  • Facade: provides a simplified interface to a large body of code.
  • Flyweight: reduces the cost of creating and manipulating a large number of similar objects.
  • Proxy: provides a placeholder for another object to control access, reduce cost, and reduce complexity.

🔗 Behavioral Patterns

Most of these design patterns are specifically concerned with communication between objects.

  • Chain of responsibility: delegates commands to a chain of processing objects.
  • Command: creates objects which encapsulate actions and parameters.
  • Interpreter: implements a specialized language.
  • Iterator: accesses the elements of an object sequentially without exposing its underlying representation.
  • Mediator: allows loose coupling between classes by being the only class that has detailed knowledge of their methods.
  • Memento: provides the ability to restore an object to its previous state (undo).
  • Observer: is a publish/subscribe pattern which allows a number of observer objects to see an event.
  • State: allows an object to alter its behavior when its internal state changes.
  • Strategy: allows one of a family of algorithms to be selected on-the-fly at runtime.
  • Template: method defines the skeleton of an algorithm as an abstract class, allowing its subclasses to provide concrete behavior.
  • Visitor: separates an algorithm from an object structure by moving the hierarchy of methods into one object.

🚦 Wrap Up Folks

And that about wraps it up. I will continue to improve this, so you might want to watch/star this repository to revisit. Also, I have plans on writing the same about the architectural patterns, stay tuned for it.

👬 Contribution

  • Report issues
  • Open pull request with improvements
  • Spread the word

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