A. Creational Patterns
Singleton (Ensure a class has only one instance, and provide a global point of access to it.) - 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.) - Abstract Factory (Provide an interface for creating families of related or dependent objects without specifying their concrete classes.) - Prototype (Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.)
B. Structural Patterns
Composite (Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.) - Decorator (Attach additional responsibilities to an object dynamically keeping the same interface. Decorators provide a flexible alternative to subclassing for extending functionality.) - Facade (Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.)
C. Behavioral Patterns
Strategy (Define a family of algorithms, encapsulate each one, and make them interchangeable.) - Chain of Responsibility (Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request.) - Command (Encapsulate a request as an object, thereby letting you parameterize clients with different requests.) - Iterator (Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.) - Template Method (Define the skeleton of an algorithm in an operation, deferring some steps to subclasses.) - Visitor (Represent an operation to be performed on the elements of an object structure.)
A design pattern is a general reusable solution to a commonly occurring problem within a given context in software design. A design pattern is not a finished design that can be transformed directly into source or machine code. It is a description or template for how to solve a problem that can be used in many different situations. Patterns are formalized best practices that the programmer must implement themselves in the application. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. This training presents a selection of the GoF (Gang of Four) patterns which can be used in PHP and for web application development. After the training you will be capable of defining the basic usage scenarios and situations where these patterns can be helpful and you will be able to apply these patterns to real-world design problems.