Design Patterns
Design patterns are reusable solutions to commonly occurring problems within a given context in software design. They are not final designs that can be translated directly into code, but rather descriptions or templates for how to solve a problem that can be used in many different situations.
This section explores fundamental and advanced design patterns, providing explanations, examples, and best practices for their implementation in modern software development.
Categorization of Design Patterns
Design patterns are often categorized into three main types:
- Creational Patterns: Concerned with object creation mechanisms, trying to create objects in a manner suitable to the situation.
- Structural Patterns: Deal with the composition of classes and objects. They help in composing larger structures from smaller ones.
- Behavioral Patterns: Concerned with algorithms and the assignment of responsibilities between objects.
Key Design Patterns
1. Singleton Pattern
Ensures that a class only has one instance and provides a global point of access to it.
When to Use:
- When exactly one object is needed to coordinate actions across the system.
- When a class needs to provide a single, well-known point of access to itself.
Example Use Case:
Managing a single database connection pool or a global configuration manager.
Code Snippet (Conceptual C#):
public sealed class Singleton
{
private static readonly Singleton instance = new Singleton();
private Singleton() {}
public static Singleton Instance
{
get
{
return instance;
}
}
public void DoSomething()
{
// ...
}
}
2. Factory Method Pattern
Defines an interface for creating an object, but lets subclasses decide which class to instantiate.
When to Use:
- When a class cannot anticipate the class of objects it must create.
- When a class wants its subclasses to specify the objects it creates.
Example Use Case:
A document editor that can create different types of documents (e.g., text, spreadsheet, presentation).
Code Snippet (Conceptual Java):
abstract class Document {
public abstract void open();
}
class TextDocument extends Document {
@Override
public void open() {
System.out.println("Opening text document...");
}
}
abstract class Application {
public abstract Document createDocument();
public void newDocument() {
Document doc = createDocument();
doc.open();
}
}
class TextEditor extends Application {
@Override
public Document createDocument() {
return new TextDocument();
}
}
3. Observer Pattern
Defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
When to Use:
- When a change to one object requires changing others, and you don't know how many objects will need to be changed.
- When an object should be able to notify other objects without making assumptions about who these objects are.
Example Use Case:
Stock market tickers, weather updates, or UI elements reacting to data changes.
Code Snippet (Conceptual JavaScript):
class Subject {
constructor() {
this.observers = [];
}
addObserver(observer) {
this.observers.push(observer);
}
notify(data) {
this.observers.forEach(observer => observer.update(data));
}
}
class ConcreteObserver {
update(data) {
console.log("Observer received:", data);
}
}
const subject = new Subject();
const observer1 = new ConcreteObserver();
const observer2 = new ConcreteObserver();
subject.addObserver(observer1);
subject.addObserver(observer2);
subject.notify("New data available!");
4. 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.
When to Use:
- When you have many related classes of objects, differing only in their behavior.
- When you need to select an algorithm or behavior at runtime.
Example Use Case:
Implementing different sorting algorithms for a list, or different payment methods in an e-commerce system.
5. Decorator Pattern
Attaches additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.
When to Use:
- When you want to add responsibilities to individual objects, not to an entire class.
- When extensions by subclassing are impractical or impossible.
Example Use Case:
Adding logging, compression, or encryption to data streams.
6. Command Pattern
Encapsulates a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
When to Use:
- When you need to issue requests without knowing the operation that will be performed or the receiver of the request.
- When you want to support undoable operations.
Example Use Case:
Implementing undo/redo functionality in an editor, or creating a remote control for various devices.
Explore further to understand the nuances of each pattern, their advantages, disadvantages, and when to best apply them in your software architecture.