Design Patterns and Their Usage
Design patterns are well-proven solutions to recurring software design problems. They provide a structured approach to solving common coding challenges and improve code reusability, scalability, and maintainability. Design patterns are broadly classified into three categories:
1. Creational Design Patterns
Creational patterns deal with object creation mechanisms, trying to create objects in a manner suitable for the situation.
1. Singleton
- Use Case: Ensures that only one instance of a class exists and provides a global point of access.
- Example: Logger, Database connections.
2. Factory
- Use Case: Creates objects without specifying the exact class.
- Example: ShapeFactory to create different shape objects.
3. Abstract Factory
- Use Case: Creates a family of related objects without specifying concrete classes.
- Example: GUI toolkits that support multiple platforms.
4. Builder
- Use Case: Separates object construction from its representation.
- Example: Creating complex objects like a multi-step construction of a car or a meal.
5. Prototype
- Use Case: Creates new objects by copying an existing object.
- Example: Cloning an object with modifications.
2. Structural Design Patterns
Structural patterns focus on organizing classes and objects to form larger structures efficiently.
6. Adapter
- Use Case: Allows incompatible interfaces to work together.
- Example: Converting XML data to JSON format.
7. Composite
- Use Case: Treats individual objects and compositions of objects uniformly.
- Example: File system (files and directories treated uniformly).
8. Proxy
- Use Case: Acts as a placeholder to control access to another object.
- Example: Virtual proxy for image loading, security proxy.
9. Flyweight
- Use Case: Reduces memory usage by sharing common parts of objects.
- Example: Large-scale text processing where similar characters share memory.
10. Facade
- Use Case: Provides a simplified interface to a complex subsystem.
- Example: Simplified API for a complex library.
11. Bridge
- Use Case: Decouples abstraction from implementation, allowing both to vary independently.
- Example: Different device drivers in a GUI framework.
12. Decorator
- Use Case: Adds behavior dynamically to objects.
- Example: Adding scrolling functionality to a window.
3. Behavioral Design Patterns
Behavioral patterns deal with communication between objects and responsibility distribution.
13. Template Method
- Use Case: Defines a skeleton of an algorithm, letting subclasses override certain steps.
- Example: Sorting algorithms.
14. Mediator
- Use Case: Reduces dependencies between communicating objects by centralizing communication.
- Example: Chatroom system where users communicate via a mediator.
15. Chain of Responsibility
- Use Case: Passes requests along a chain of handlers.
- Example: Logging system with multiple severity levels.
16. Observer
- Use Case: Defines a one-to-many dependency between objects.
- Example: Event listeners in UI.
17. Strategy
- Use Case: Defines a family of interchangeable algorithms.
- Example: Sorting algorithms (Bubble Sort, Quick Sort).
18. Command
- Use Case: Encapsulates a request as an object.
- Example: Undo/redo functionality.
19. State
- Use Case: Allows an object to alter behavior when its internal state changes.
- Example: Vending machine state transitions.
20. Visitor
- Use Case: Separates algorithms from the objects on which they operate.
- Example: Tax calculations for different product types.
21. Iterator
- Use Case: Provides a way to access elements of a collection sequentially without exposing details.
- Example: Iterating over a list in Python.
22. Interpreter
- Use Case: Defines a grammar and interprets expressions.
- Example: SQL query execution.
23. Memento
- Use Case: Captures and restores an object's internal state.
- Example: Save and restore game progress.
These design patterns help developers structure their applications for better flexibility, maintainability, and scalability.
Here is a table differentiating the three categories of design patterns:
Category | Purpose | Example Patterns | Use Cases |
---|---|---|---|
Creational Patterns | Focuses on the creation of objects in a flexible and reusable manner. | Singleton, Factory, Abstract Factory, Builder, Prototype | Managing object creation, ensuring only one instance exists, creating families of objects, or cloning objects efficiently. |
Structural Patterns | Helps in organizing and composing classes and objects to form larger structures efficiently. | Adapter, Composite, Proxy, Flyweight, Facade, Bridge, Decorator | Adapting incompatible interfaces, simplifying complex subsystems, sharing resources, or extending functionality dynamically. |
Behavioral Patterns | Defines communication and interaction between objects while ensuring flexibility. | Template Method, Mediator, Chain of Responsibility, Observer, Strategy, Command, State, Visitor, Iterator, Interpreter, Memento | Managing event handling, ensuring loose coupling, defining algorithms, encapsulating commands, handling object state transitions. |
This table provides a clear distinction between different types of design patterns along with their purposes and common use cases.
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