Design Patterns
General, reusable solution to a commonly occurring problem within a given context in software design.
Design patterns are being used in object oriented programming.
Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved.
Design Patterns can be classified in 3 categories: Creational, Structural and Behavioral patterns.
Creational Design Patterns
These design patterns are all about class instantiation.
This pattern can be further divided into class-creation patterns and object-creational patterns.
While class-creation patterns use inheritance effectively in the instantiation process, object-creation patterns use delegation (create child object using parent object) effectively to get the job done.
- Abstract Factory - Creates an instance of several families of classes.
- Builder - Separates object construction from its representation.
- Factory Method - Creates an instance of several derived classes.
- Object Pool - Avoid expensive acquisition and release of resources by recycling objects that are no longer in use.
- Prototype - A fully initialized instance to be copied or cloned.
- Singleton - A class of which only a single instance can exist.
Structural Design Patterns
These design patterns are all about Class and Object composition.
Structural class-creation patterns use inheritance to compose interfaces.
Structural object-patterns define ways to compose objects to obtain new functionality.
- Adapter - Match interfaces of different classes
- Bridge - Separates an object’s interface from its implementation
- Composite - A tree structure of simple and composite objects
- Decorator - Add responsibilities to objects dynamically
- Facade - A single class that represents an entire subsystem
- Flyweight - A fine-grained instance used for efficient sharing
- Private Class Data - Restricts accessor/mutator access
- Proxy - An object representing another object
Behavioral Design Patterns
These design patterns are all about Class's objects communication.
Behavioral patterns are those patterns that are most specifically concerned with communication between objects.
- Chain of responsibility - A way of passing a request between a chain of objects
- Command - Encapsulate a command request as an object
- Interpreter - A way to include language elements in a program
- Iterator - Sequentially access the elements of a collection
- Mediator - Defines simplified communication between classes
- Memento - Capture and restore an object's internal state
- Null Object - Designed to act as a default value of an object
- Observer - A way of notifying change to a number of classes
- State - Alter an object's behavior when its state changes
- Strategy - Encapsulates an algorithm inside a class
- Template - Defer the exact steps of an algorithm to a subclass
- Visitor - Defines a new operation to a class without change
Best Design Patterns
The best design patterns are:
- Singleton
- Factory Method
- Strategy
- Observer
- Builder
- Adapter
- State
Up Next
In the next step, we will explore developing patterns that focus on effective development practices and methodologies patterns, like Waterfall and Agile, which promote iterative development, collaboration, and continuous improvement.