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The Top 10 Design Patterns in JavaScript

Today I will give an overview of the popular design patterns that I have used in my work. I will have a series of specific articles about each design pattern in the future.

1. Singleton pattern

This pattern involves creating a single instance of a class, and providing a global point of access to it. This is useful when you want to ensure that there is only one instance of a particular object in your application.

2. Factory pattern

This pattern involves creating objects based on a common interface, without specifying the exact class of object that will be created. This is useful when you need to create objects that belong to a certain family, but you don't want to specify the exact type of object until runtime.

3. Observer pattern

This pattern involves an object (the subject) being observed by one or more other objects (the observers). When the subject's state changes, it notifies the observers, who can then take some action in response. This is useful when you want to decouple the logic of different parts of your application, so that they can each respond to changes in the subject's state.

4. Prototype pattern

This pattern involves creating new objects by copying existing objects (the prototypes). This is useful when you want to create new objects that are similar to existing ones, but you don't want to have to specify the entire object structure from scratch.

5. Builder pattern

This pattern involves creating an object (the builder) that can be used to build other objects (the products). This is useful when you want to create complex objects that require multiple steps or involve lots of customization options.

6. Adapter pattern

This pattern involves creating an adapter object that can be used to adapt one interface to another. This is useful when you have an existing object with a particular interface, but you need to use it in a context that expects a different interface.

7. Decorator pattern

This pattern involves adding new behavior to an existing object by wrapping it in a decorator object. This is useful when you want to add new behavior to an object without changing its existing code.

8. Facade pattern

This pattern involves creating a simple interface that hides the complexity of a larger system. This is useful when you want to provide a simplified interface to a complex system, so that users don't have to worry about the underlying details.

9. Command pattern

This pattern involves creating objects that represent actions or operations. This is useful when you want to be able to specify, queue, and execute operations in a flexible way.

10. Template method pattern

This pattern involves defining the skeleton of an algorithm in a base class, and allowing subclasses to provide the implementation for certain steps. This is useful when you want to define the overall structure of an algorithm, but allow subclasses to customize certain parts of it.

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