Software Engineering basics - Design Patterns

Design Patterns

Definition:
Design patterns are proven, reusable solutions to common software design problems. They provide a template or blueprint that developers can follow to solve a recurring issue in software design, without having to reinvent the solution each time.

Think of it like architectural patterns in building design—you don’t design a staircase from scratch every time; you use a known design that works.


Why Design Patterns Matter

  1. Reusability – Use tried-and-tested solutions instead of reinventing the wheel.

  2. Maintainability – Makes code easier to read, understand, and modify.

  3. Scalability & Flexibility – Helps software adapt to changing requirements.

  4. Communication – Provides a common vocabulary for developers (e.g., “We’re using a Singleton here”).


Categories of Design Patterns

  1. Creational Patterns – Deal with object creation mechanisms.
    Ensure objects are created in a way that is flexible and reusable.

    • Singleton: Ensures only one instance of a class exists.

    • Factory Method: Creates objects without specifying the exact class.

    • Builder: Constructs complex objects step by step.

    • Prototype: Clones existing objects instead of creating new ones.

    • Abstract Factory: Produces families of related objects.

  2. Structural Patterns – Deal with how classes and objects are composed.
    Help form large structures from smaller components.

    • Adapter: Allows incompatible interfaces to work together.

    • Decorator: Adds responsibilities to objects dynamically.

    • Facade: Provides a simplified interface to a complex system.

    • Proxy: Controls access to an object.

    • Composite: Treats individual objects and compositions uniformly.

  3. Behavioral Patterns – Deal with object communication and responsibility.
    Define how objects interact and distribute responsibilities.

    • Observer: Notifies dependent objects when a state changes.

    • Strategy: Encapsulates algorithms for interchangeable use.

    • Command: Encapsulates a request as an object.

    • Iterator: Provides a way to access elements sequentially.

    • Mediator: Defines an object that controls communication between others.


Key Points

  • Design patterns are not code you copy-paste; they are concepts and templates.

  • They improve code readability, maintainability, and flexibility.

  • Patterns are often combined to solve more complex design problems.