Software Design Patterns
Software Design Patterns
Software Design Patterns
Software design patterns are essential tools for developers, providing proven solutions to common
problems encountered during software development. By understanding and applying these patterns,
developers can create more robust, maintainable, and scalable software systems.
Understanding and applying these patterns can significantly enhance your software development skills.
Design patterns are reusable solutions to common problems in software design. They represent best
practices used by experienced object-oriented software developers. Design patterns provide a standard
terminology and are specific to particular scenarios.
Reusability: Patterns can be applied to different projects and problems, saving time and effort in
solving similar issues.
Efficiency: By using established patterns, developers can avoid reinventing the wheel, leading to
faster and more reliable development.
Flexibility: Patterns are abstract solutions that can be adapted to fit various contexts and
requirements.
1. Improve Code Quality: Design patterns help in creating code that is easier to understand,
maintain, and extend. They promote best practices and provide solutions that have been tested
and proven effective.
2. Enhance Problem-Solving Skills: Learning design patterns equips developers with a book of
standard solutions to common problems. This enables them to quickly and effectively address
similar challenges in various projects.
3. Promote Reusability and Efficiency: By applying design patterns, developers can create reusable
components that can be used across multiple projects. This reduces redundancy and saves
development time.
4. Learn from Experts: Explanation: Design patterns are derived from the collective experience of
skilled developers and architects. Learning these patterns allows developers to benefit from the
wisdom and insights of industry experts.
Types of Software Design Patterns
Creational Design Pattern abstract the instantiation process. They help in making a system independent
of how its objects are created, composed and represented.
The Factory Method pattern is used to create objects without specifying the exact class of object that
will be created. This pattern is useful when you need to decouple the creation of an object from its
implementation.
Abstract Factory pattern is almost similar to Factory Pattern and is considered as another layer of
abstraction over factory pattern. Abstract Factory patterns work around a super-factory which creates
other factories.
The Singleton method or Singleton Design pattern is one of the simplest design patterns. It ensures a
class only has one instance, and provides a global point of access to it.
Prototype allows us to hide the complexity of making new instances from the client. The concept is to
copy an existing object rather than creating a new instance from scratch, something that may include
costly operations. The existing object acts as a prototype and contains the state of the object.
Builder pattern aims to “Separate the construction of a complex object from its representation so that
the same construction process can create different representations.” It is used to construct a complex
object step by step and the final step will return the object.
Structural Design Patterns
Structural Design Patterns are concerned with how classes and objects are composed to form larger
structures. Structural class patterns use inheritance to compose interfaces or implementations.
The adapter pattern convert the interface of a class into another interface clients expect. Adapter lets
classes work together that couldn’t otherwise because of incompatible interfaces.
The bridge pattern allows the Abstraction and the Implementation to be developed independently and
the client code can access only the Abstraction part without being concerned about the Implementation
part.
Composite pattern is a partitioning design pattern and describes a group of objects that is treated the
same way as a single instance of the same type of object. The intent of a composite is to “compose”
objects into tree structures to represent part-whole hierarchies.
It allows us to dynamically add functionality and behavior to an object without affecting the behavior of
other existing objects within the same class. We use inheritance to extend the behavior of the class. This
takes place at compile-time, and all the instances of that class get the extended behavior.
Facade Method Design Pattern provides a unified interface to a set of interfaces in a subsystem. Facade
defines a high-level interface that makes the subsystem easier to use.
This pattern provides ways to decrease object count thus improving application required objects
structure. Flyweight pattern is used when we need to create a large number of similar objects.
Proxy means ‘in place of’, representing’ or ‘in place of’ or ‘on behalf of’ are literal meanings of proxy and
that directly explains Proxy Design Pattern. Proxies are also called surrogates, handles, and wrappers.
They are closely related in structure, but not purpose, to Adapters and Decorators.
Behavioral Design Patterns
Behavioral Patterns are concerned with algorithms and the assignment of responsibilities between
objects. Behavioral patterns describe not just patterns of objects or classes but also the patterns of
communication between them. These patterns characterize complex control flow that’s difficult to follow
at run-time.
Chain of responsibility pattern is used to achieve loose coupling in software design where a request from
the client is passed to a chain of objects to process them. Later, the object in the chain will decide
themselves who will be processing the request and whether the request is required to be sent to the
next object in the chain or not.
The Command Pattern is a behavioral design pattern that turns a request into a stand-alone object,
containing all the information about the request. This object can be passed around, stored, and
executed at a later time
Interpreter pattern is used to defines a grammatical representation for a language and provides an
interpreter to deal with this grammar.
It enables decoupling of objects by introducing a layer in between so that the interaction between
objects happen via the layer.
It defines a one-to-many dependency between objects, so that when one object (the subject) changes
its state, all its dependents (observers) are notified and updated automatically.
A state design pattern is used when an Object changes its behavior based on its internal state. If we have
to change the behavior of an object based on its state, we can have a state variable in the Object and
use the if-else condition block to perform different actions based on the state.
The Strategy Design Pattern allows the behavior of an object to be selected at runtime. It is one of the
Gang of Four (GoF) design patterns, which are widely used in object-oriented programming. The
Strategy pattern is based on the idea of encapsulating a family of algorithms into separate classes that
implement a common interface.
Template method design pattern is to define an algorithm as a skeleton of operations and leave the
details to be implemented by the child classes. The overall structure and sequence of the algorithm are
preserved by the parent class.
It is used when we have to perform an operation on a group of similar kind of Objects. With the help of
visitor pattern, we can move the operational logic from the objects to another class.
Software design patterns are reusable solutions to common problems that arise during software
development. They are templates for solving recurring design issues and provide a way to create flexible,
scalable, and maintainable software systems.
Design patterns promote best practices, enhance code readability, and facilitate code reuse. They help in
creating software that is modular, extensible, and easier to maintain, reducing development time and
efforts.
Design patterns promote loose coupling between components, making it easier to replace or extend
parts of the system without affecting others. This flexibility is crucial for adapting to changing
requirements.
Design patterns should be used when you encounter recurring problems in software design. They are
particularly beneficial in complex systems where a systematic and proven approach to design is required.
No, design patterns are not tied to a specific programming language. They are conceptual solutions that
can be implemented in various languages. However, the syntax and implementation details may vary.
Design patterns are proven solutions to common problems, promoting best practices. In contrast, anti-
patterns are common pitfalls or bad practices that can lead to poor software design and should be
avoided.
Yes, you can create custom design patterns based on your project’s specific needs. However, it’s crucial
to ensure that the pattern addresses a recurring problem and follows the principles of good design.
Design patterns help eliminate code smells (indications of poor design) by providing proven solutions to
common problems. Recognizing and addressing code smells is essential for creating maintainable and
efficient software.
Yes, design patterns can be applied in microservices architecture to address common challenges such as
service discovery, communication between services, and fault tolerance. Patterns like the Service Registry
and Circuit Breaker are relevant.
While not mandatory, learning design patterns can significantly benefit fresehrs by providing them with
proven solutions to common problems. It can expedite the learning process and contribute to writing
more maintainable code.
Yes, many design patterns are applicable in web development. Patterns like MVC, Observer, and
Singleton are commonly used to organize and structure code in both frontend and backend development.
Design patterns address specific design issues at a lower level, focusing on object creation, composition,
and interaction. Architectural patterns, on the other hand, deal with higher-level structures of an entire
application or system.