Software Engineering basics - Design Pattern
A Design Pattern is a reusable solution to a common problem that occurs in software design. Each pattern provides a general template for solving a particular design issue — not actual code, but a blueprint for how to structure your solution.
Every design pattern is typically described using four essential elements:
1. Pattern Name
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The identifier used to describe the pattern.
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Provides a common vocabulary for designers and developers.
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Makes it easier to discuss and communicate design ideas.
Example:
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Singleton, Observer, Factory Method, Adapter, etc.
Explanation:
If a developer says “let’s use the Singleton pattern,” everyone understands that it refers to ensuring a class has only one instance and provides a global point of access.
2. Problem
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Describes when to apply the pattern.
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Explains the context, conditions, and design challenges the pattern addresses.
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May include a list of symptoms that indicate the problem exists.
Example:
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In the Observer pattern, the problem is how to automatically update dependent objects when one object changes its state.
Explanation:
The problem section helps you recognize a situation where the pattern can be applied effectively.
3. Solution
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Describes how the pattern solves the problem — the elements involved, their relationships, responsibilities, and collaborations.
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It provides an abstract description, not a concrete implementation.
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Often illustrated using UML diagrams or class relationships.
Example:
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In the Factory Method pattern, the solution is to create an interface for object creation but let subclasses decide which class to instantiate.
Explanation:
The solution section gives a structural outline of how components interact, without tying it to a specific programming language.
4. Consequences
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Describes the results, trade-offs, and impacts of applying the pattern.
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Includes aspects like performance, scalability, flexibility, and complexity.
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Helps developers understand the costs and benefits of using the pattern.
Example:
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The Singleton pattern ensures a single instance but can make unit testing difficult and reduce code flexibility.
Explanation:
This section helps decide whether the benefits of applying the pattern outweigh its drawbacks.
In Summary
| Element | Description |
|---|---|
| Pattern Name | Identifies and communicates the design pattern clearly. |
| Problem | Explains when and why to use the pattern. |
| Solution | Describes the general design structure and how it solves the problem. |
| Consequences | Lists the results, pros, and cons of applying the pattern. |