Behavioral patterns are concerned with algorithms and the assignment of responsibilities between objects.
Patterns marked with Creational Pattern should be used sparingly and with caution. They require dynamic memory allocation on runtime, and are typically not ideal for PLC environments.
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Chain of Responsibility - Lets you pass requests along a chain of handler object. Each handler can then decide to process the request, or pass it to the next in the chain.
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Command - Turns a request into a stand-alone object that contains all information about the request.
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Iterator - Used to get a way to access the elements of a collection object in sequential manner without any need to know its underlying representation. Creational Pattern
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Mediator - Used to reduce communication complexity between multiple objects or classes.
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Memento - Used to restore state of an object to a previous state. Creational Pattern
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Observer - Lets you define a subscription mechanism to notify multiple objects about any events that happen to the object they’re observing.
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State Pattern - Similar to a Finite-State machine. Lets and object alter its behavior when its internal state changes.
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Strategy- Lets you define a family of algorithms, put each of them into a separate class, and make their objects interchangeable.
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Template Method - Defines the skeleton of an algorithm in the superclass but lets subclasses override specific steps of the algorithm without changing its structure.
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Visitor - Lets you separate algorithms from the objects on which they operate.