Design patterns 1 are proven or reusable solutions to common software design problems. They provide structured approaches to organizing code, improving reusability, flexibility, and maintainability. Think of them as a blueprint or template that guides developers in solving recurring issues in software development.
Three main types of design pattern
- Creational Patterns – Focus on how objects are created, making it easier to manage object creation and avoid unnecessary complexity.
- Structural Patterns – Help organize and connect different parts of a system, ensuring they work together efficiently.
- Behavioral Patterns – Define how objects interact and communicate, making the system more flexible and easier to extend.
In Depth
Creational Patterns
“How objects are created”
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- Ensures only one instance of a class exists and provides a way to access it globally.
- Useful for managing configurations or logging.
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- Provides a flexible way to create objects without specifying their exact class.
- Useful when dealing with multiple related object types.
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- Helps create complex objects step by step.
- Useful when an object has many optional parts.
Structural Patterns
“How objects are organized”
- Adapter
- Allows two incompatible interfaces to work together.
- e.g., Like a power plug adapter that makes a foreign device work in a local socket.
- Composite
- Lets you treat a group of objects the same way as a single object.
- e.g., Useful for representing tree structures like UI components.
- Decorator
- Adds new functionality to an object without modifying its original structure.
- e.g., Like adding extra features to a car without redesigning it.
Behavioral Patterns
How objects communicate
- Observer
- Allows multiple objects to react when one object changes.
- e.g., Like a notification system where many users receive updates.
- Strategy
- Lets you switch between different algorithms without changing the main code.
- e.g., Like choosing different payment methods in an online store.
- Command
- Encapsulates a request as an object, making it easy to queue, log, or undo actions.
- e.g., Like storing a list of actions in a video game to allow undo/redo.