Welcome to the Interactive Guide

Dive into the fundamental concepts of software design with this interactive showcase. Whether you're a beginner or an experienced developer, this resource will help you understand and apply the SOLID principles and essential Design Patterns through clear explanations, practical examples, and engaging demonstrations.

Each principle and pattern is presented with both theoretical explanations and interactive examples that allow you to see the concepts in action, making complex ideas more accessible and easier to grasp.

SOLID Principles

The SOLID principles are five design principles that help developers create more maintainable, understandable, and flexible software. Explore each principle through our interactive demonstrations:

Single Responsibility Principle

A class should have only one reason to change, meaning it should have only one job or responsibility.

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Open/Closed Principle

Software entities should be open for extension but closed for modification.

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Liskov Substitution Principle

Objects of a superclass should be replaceable with objects of subclasses without affecting the correctness of the program.

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Interface Segregation Principle

No client should be forced to depend on methods it does not use. Many client-specific interfaces are better than one general-purpose interface.

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Dependency Inversion Principle

High-level modules should not depend on low-level modules. Both should depend on abstractions. Abstractions should not depend on details.

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Design Patterns

Design patterns are typical solutions to common problems in software design. Each pattern is like a blueprint that you can customize to solve a particular design problem in your code.

Creational Patterns

Creational patterns provide mechanisms for object creation that increase flexibility and reuse of existing code.

Singleton Pattern

Ensure a class has only one instance and provide a global point of access to it.

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Factory Method Pattern

Define an interface for creating an object, but let subclasses decide which class to instantiate.

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Abstract Factory Pattern

Provide an interface for creating families of related or dependent objects without specifying their concrete classes.

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Builder Pattern

Separate the construction of a complex object from its representation, allowing the same construction process to create different representations.

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Prototype Pattern

Create new objects by copying an existing object, known as the prototype, instead of creating new instances from scratch.

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Structural Patterns

Structural patterns explain how to assemble objects and classes into larger structures while keeping these structures flexible and efficient.

Adapter Pattern

Convert the interface of a class into another interface that clients expect, allowing classes to work together that couldn't otherwise.

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Bridge Pattern

Decouple an abstraction from its implementation so that the two can vary independently.

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Composite Pattern

Compose objects into tree structures to represent part-whole hierarchies, letting clients treat individual objects and compositions uniformly.

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Decorator Pattern

Attach additional responsibilities to an object dynamically, providing a flexible alternative to subclassing for extending functionality.

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Facade Pattern

Provide a unified interface to a set of interfaces in a subsystem, defining a higher-level interface that makes the subsystem easier to use.

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Flyweight Pattern

Use sharing to support large numbers of fine-grained objects efficiently by minimizing memory usage.

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Proxy Pattern

Provide a surrogate or placeholder for another object to control access to it.

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Behavioral Patterns

Behavioral patterns provide solutions to common problems in the way objects interact and distribute responsibility.

Strategy Pattern

Define a family of algorithms, encapsulate each one, and make them interchangeable to let the client vary independently from the algorithms it uses.

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Observer Pattern

Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.

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Command Pattern

Turn a request into a stand-alone object that contains all information about the request, allowing for parameterized and undoable operations.

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Template Method Pattern

Define the skeleton of an algorithm, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.

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Iterator Pattern

Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.

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State Pattern

Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.

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Chain of Responsibility Pattern

Pass a request along a chain of handlers. Upon receiving a request, each handler decides either to process the request or to pass it to the next handler in the chain.

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Mediator Pattern

Define an object that encapsulates how a set of objects interact, promoting loose coupling by keeping objects from referring to each other.

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Memento Pattern

Capture and externalize an object's internal state so it can be restored later, without violating encapsulation.

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Visitor Pattern

Define operations to be performed on elements of an object structure without changing the classes.

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