Design Patterns¶
Design patterns are reusable solutions to common problems in software design. Based on the book "Design Patterns: Elements of Reusable Object-Oriented Software", these patterns are categorized into three main types:
1. Creational Patterns¶
Patterns that deal with object creation mechanisms.
Singleton¶
- Purpose: Ensures a class has only one instance
- Example: Database connection pool, Logger
- Code Example: Configuration manager that maintains application settings
Factory Method¶
- Purpose: Defines interface for creating objects, lets subclasses decide which class to instantiate
- Example: Document creator that handles different file formats
- Code Example: Payment processor factory creating different payment methods (Credit Card, PayPal)
Abstract Factory¶
- Purpose: Creates families of related objects
- Example: UI toolkit that creates consistent GUI elements
- Code Example: Cross-platform UI components factory
Builder¶
- Purpose: Separates complex object construction from its representation
- Example: Custom computer configuration system
- Code Example: SQL query builder
Prototype¶
- Purpose: Creates new objects by cloning an existing object
- Example: Creating game objects from templates
- Code Example: Document template system
2. Structural Patterns¶
Patterns that deal with object composition and relationships.
Adapter¶
- Purpose: Converts interface of a class into another interface clients expect
- Example: Power outlet adapters for different countries
- Code Example: Legacy system integration adapter
Bridge¶
- Purpose: Separates abstraction from implementation
- Example: Device-remote control relationship
- Code Example: Cross-platform drawing API
Composite¶
- Purpose: Treats individual objects and compositions uniformly
- Example: File system structure (files and directories)
- Code Example: GUI component hierarchy
Decorator¶
- Purpose: Adds responsibilities to objects dynamically
- Example: Coffee ordering system with add-ons
- Code Example: Input/Output stream decorators
Facade¶
- Purpose: Provides unified interface to a set of interfaces
- Example: Home theater system control
- Code Example: Library API simplification
Flyweight¶
- Purpose: Shares common parts of state between multiple objects
- Example: Character formatting in text editor
- Code Example: Game object pool
Proxy¶
- Purpose: Provides surrogate for another object to control access
- Example: Credit card as a proxy for bank account
- Code Example: Lazy loading of heavy resources
3. Behavioral Patterns¶
Patterns that deal with communication between objects.
Chain of Responsibility¶
- Purpose: Passes request along chain of handlers
- Example: Support ticket escalation system
- Code Example: Logging framework with different levels
Command¶
- Purpose: Encapsulates request as an object
- Example: Remote control with programmable buttons
- Code Example: Undo/Redo functionality
Interpreter¶
- Purpose: Defines grammar for simple language
- Example: Mathematical expression parser
- Code Example: SQL query interpreter
Iterator¶
- Purpose: Accesses elements sequentially without exposing structure
- Example: Browsing through playlist
- Code Example: Custom collection traversal
Mediator¶
- Purpose: Defines how objects interact
- Example: Air traffic control system
- Code Example: Chat room server
Memento¶
- Purpose: Captures and restores object's internal state
- Example: Game save system
- Code Example: Text editor's undo mechanism
Observer¶
- Purpose: Notifies dependents when object changes
- Example: Newsletter subscription system
- Code Example: Event handling in UI
State¶
- Purpose: Alters object's behavior when state changes
- Example: Vending machine states
- Code Example: Document editing modes
Strategy¶
- Purpose: Defines family of algorithms, makes them interchangeable
- Example: Different payment methods
- Code Example: Sorting algorithms selection
Template Method¶
- Purpose: Defines skeleton of algorithm, lets subclasses override steps
- Example: Document generation process
- Code Example: Data mining operations
Visitor¶
- Purpose: Adds operations to class without changing it
- Example: Document export in different formats
- Code Example: AST operations in compiler
Best Practices¶
- Choose Patterns Wisely: Don't force patterns where they're not needed
- Understand the Context: Consider your specific use case and requirements
- Keep It Simple: Start with simpler solutions before applying complex patterns
- Document Usage: Clearly document where and why patterns are used
- Consider Maintenance: Think about long-term maintenance implications
Anti-Patterns to Avoid¶
- Pattern Overuse: Using patterns where simple code would suffice
- Golden Hammer: Trying to solve every problem with favorite patterns
- Abstract Everything: Creating unnecessary abstractions
- Premature Optimization: Implementing patterns before they're needed