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Structural Design Patterns So now we're going to start talking about Structural Design Patterns. Now structural design patterns are concerned with how objects are made up, or what the composition of objects are, and how to simplify relationships between objects. Now, if you remember back in module 1, I said that design patterns are all about relationships. And in Creational Design Patterns we didn't see a lot of relationships, because we're interested in creating an instance of an object. The only one that dealt with relationships, really, was the Factory Pattern, where it was creating other objects. Well in structural patterns it's all relationships. It's all going to be about, let's take one object and how this new object relates to something else. Now Structural Patterns, like I said, deal with the relationship of an object. And they do it in two ways. And the ones we're going to look at will either extend the functionality or simplify functionality. So I've got two extremes here. We're going to talk about the Decorator Pattern, which is going to extend the functionality of an object. We're also going to talk about the Flyweight Pattern and the Façade Pattern, which are going to help simplify functionality, or at least mimic simplifying functionality, to make things easier to use. So it's all going to be about how one object relates to a separate object.
Behavioral Design Patterns In this module, we're going to start talking about behavioral design patterns. Now, this is the last of the three types of design patterns that we're going to talk about in this course. Behavioral design patterns are concerned with the assignment of responsibilities between objects and how objects communicate. So while creational design patterns are very much interested in newing up an object such as the constructor method or the factory that were handing me back new instances of an object, and structural were more about adding functionality to an object, and they were all self-contained within an object or wrapping an object and things specifically. Behavioral design patterns break out of that single object mentality and start concerning themselves with interactions between objects. Now like we said, behavioral patterns deal with the responsibilities of an object, and they'll do things like help objects cooperate. If we've got multiple objects that are trying to accomplish tasks, we have patterns that are going to help objects cooperate with each other to all achieve the same goal. We can also assign clear hierarchy for objects. We can set one object as the object of record and everybody else watches that object to see when something changes and then they'll go and do the things that they need to do. We can also encapsulate requests between objects to make sure that requests are being made appropriately, and we can either alter those requests as necessary or we can change requests to suit our needs. So let's start looking at what these patterns look like and the types of problems that we can solve with them.