0% found this document useful (0 votes)
6 views

Design Patterns

Design patterns are reusable solutions to common software design problems, categorized into creational, structural, and behavioral patterns. They help developers create flexible, maintainable, and reusable software by providing templates for object creation, composition, and communication. While design patterns improve code reuse and communication, they should be used judiciously and are not a substitute for good design.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
6 views

Design Patterns

Design patterns are reusable solutions to common software design problems, categorized into creational, structural, and behavioral patterns. They help developers create flexible, maintainable, and reusable software by providing templates for object creation, composition, and communication. While design patterns improve code reuse and communication, they should be used judiciously and are not a substitute for good design.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 5

Design Patterns

Design patterns are reusable solutions to common problems that arise


during software design. They provide a template for solving design
problems and help developers to create software that is flexible,
maintainable, and reusable.

There are three types of design patterns: creational, structural, and


behavioral. Creational patterns are concerned with object creation
mechanisms, trying to create objects in a manner suitable to the
situation. Structural patterns are concerned with object composition
and relationship between objects, trying to simplify the structure by
identifying a simple way to realize relationships between entities.
Behavioral patterns are concerned with communication between
objects and the delegation of responsibility between them.

Some of the most commonly used design patterns include:

1. Singleton pattern: Ensures that only one instance of a class is created


and provides a global point of access to it.
2. Factory pattern: Provides a way to create objects without specifying
the exact class of object that will be created.
3. Observer pattern: Defines a one-to-many relationship between
objects, so that when one object changes state, all its dependents are
notified and updated automatically.
4. Adapter pattern: Allows incompatible classes to work together by
wrapping an interface around one of the classes.
5. Facade pattern: Provides a simplified interface to a complex system,
hiding its complexity from the user.
6. Decorator pattern: Allows behavior to be added to an individual
object, either statically or dynamically, without affecting the behavior
of other objects from the same class.
7. Iterator pattern: Provides a way to access the elements of an
aggregate object sequentially without exposing its underlying
representation.
8. Command pattern: Encapsulates a request as an object, thereby
letting you parameterize clients with different requests, queue or log
requests, and support undoable operations.
9. Template method pattern: Defines the skeleton of an algorithm in a
method, deferring some steps to subclasses.
10. Strategy pattern: Defines a family of algorithms, encapsulates each
one, and makes them interchangeable. Strategy lets the algorithm vary
independently from clients that use it.

Each design pattern has its own strengths and weaknesses, and its
appropriate use depends on the specific problem being solved. By
applying design patterns, developers can create software that is easier
to understand, maintain, and modify, and that is more efficient and
robust.

A design pattern provides a way to solve problems that have been


encountered before by other developers. There are many design
patterns available, but they can be grouped into three main categories:
creational, structural, and behavioral patterns.

Creational patterns are used to create objects in a system. They help to


encapsulate the creation of objects and decouple the client code from
the object creation process. Examples of creational patterns include
Singleton, Factory Method, Abstract Factory, Builder, and Prototype.

Structural patterns are used to define the structure of objects and how
they interact with each other. They help to simplify the relationships
between objects in a system. Examples of structural patterns include
Adapter, Bridge, Composite, Decorator, Facade, Flyweight, and Proxy.

Behavioral patterns are used to define the behavior of objects and how
they interact with each other. They help to simplify the communication
between objects in a system. Examples of behavioral patterns include
Chain of Responsibility, Command, Interpreter, Iterator, Mediator,
Memento, Observer, State, Strategy, Template Method, and Visitor.

Each design pattern has its own set of advantages and disadvantages. It
is important to understand the requirements of a system and the
specific problem that needs to be solved before choosing a design
pattern. By using design patterns, developers can create software that
is more flexible, reusable, and maintainable.

Some some additional details on design patterns:

1. Design patterns are not specific to any programming language:


Design patterns are general solutions to common programming
problems and are not tied to any specific programming language.
However, some programming languages may have built-in support for
certain design patterns.

2. Design patterns are not algorithms or frameworks: Design patterns


are not algorithms or frameworks, but rather templates for solving
recurring problems in software design. They can be used in
combination with algorithms and frameworks to create complete
solutions.

3. Design patterns are not a silver bullet: Design patterns should be


used judiciously, as overuse of patterns can lead to overly complex and
difficult to maintain code. It's important to understand the problem and
select the appropriate pattern for the situation.

4. Design patterns are not a replacement for good design: Design


patterns are not a substitute for good software design. They are tools
to help solve specific problems, but the overall design of a software
system should be well thought out and based on sound principles.
5. Design patterns are not a guarantee of success: Although design
patterns can help to solve common problems, they are not a guarantee
of success. The success of a software system depends on many factors,
including the quality of the design, the skill of the development team,
and the appropriateness of the chosen technologies.

6. Design patterns can improve communication: By using design


patterns, developers can communicate more effectively with each
other and with stakeholders. Design patterns provide a common
vocabulary and framework for discussing software design, which can
help to reduce misunderstandings and improve collaboration.

7. Design patterns can improve code reuse: By encapsulating solutions


to common problems, design patterns can make code more reusable.
This can lead to faster development times and more maintainable
software systems.

Overall, design patterns are a powerful tool for software developers. By


understanding the different categories of design patterns and their
advantages and disadvantages, developers can choose the appropriate
pattern for the problem at hand, leading to better software systems
that are more flexible, reusable, and maintainable.

You might also like