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  1. Creational Patterns
  2. Abstract Factory Creates an instance of several families of classes
  3. Builder Separates object construction from its representation
  4. Factory Method Creates an instance of several derived classes
  5. Prototype A fully initialized instance to be copied or cloned
  6. Singleton A class of which only a single instance can exist
  7.  
  8. Structural Patterns
  9. Adapter Match interfaces of different classes
  10. Bridge Separates an object’s interface from its implementation
  11. Composite A tree structure of simple and composite objects
  12. Decorator Add responsibilities to objects dynamically
  13. Facade A single class that represents an entire subsystem
  14. Flyweight A fine-grained instance used for efficient sharing
  15. Proxy An object representing another object
  16.  
  17. Behavioral Patterns
  18. Chain of Resp. A way of passing a request between a chain of objects
  19. Command Encapsulate a command request as an object
  20. Interpreter A way to include language elements in a program
  21. Iterator Sequentially access the elements of a collection
  22. Mediator Defines simplified communication between classes
  23. Memento Capture and restore an object's internal state
  24. Observer A way of notifying change to a number of classes
  25. State Alter an object's behavior when its state changes
  26. Strategy Encapsulates an algorithm inside a class
  27. Template Method Defer the exact steps of an algorithm to a subclass
  28. Visitor Defines a new operation to a class without change
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