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🧑‍💻 Author: RK ROY

🎨 Design Patterns

Design patterns are reusable solutions to common problems in software design. They represent best practices evolved over time by experienced object-oriented software developers. This section covers all 23 Gang of Four (GoF) design patterns with detailed explanations, examples, and real-world implementations.

🎯 What are Design Patterns?

Design patterns are descriptions of communicating objects and classes that are customized to solve a general design problem in a particular context.

- Gang of Four

Key Benefits

  • Reusability: Proven solutions that can be applied to similar problems
  • Communication: Common vocabulary for developers
  • Best Practices: Encapsulate expert knowledge and experience
  • Flexibility: Make code more flexible and maintainable

📚 Pattern Categories

🏗️ Creational Patterns

Purpose: Deal with object creation mechanisms, trying to create objects in a manner suitable to the situation.

PatternPurposeUse When
SingletonEnsure only one instance existsNeed exactly one instance (DB connection, logger)
Factory MethodCreate objects without specifying exact classesObject creation logic is complex or varies
Abstract FactoryCreate families of related objectsNeed to create groups of related objects
BuilderConstruct complex objects step by stepObjects have many optional parameters
PrototypeCreate objects by cloning existing instancesObject creation is expensive

Creational Patterns Overview

🏛️ Structural Patterns

Purpose: Deal with object composition, forming larger structures from individual objects.

PatternPurposeUse When
AdapterAllow incompatible interfaces to work togetherIntegrate existing classes with incompatible interfaces
DecoratorAdd behavior to objects dynamicallyNeed to add responsibilities without subclassing
FacadeProvide simplified interface to complex subsystemWant to hide complexity of subsystem
CompositeCompose objects into tree structuresNeed to treat individual and composite objects uniformly
BridgeSeparate abstraction from implementationWant to avoid permanent binding between abstraction and implementation
FlyweightShare objects efficiently to support large numbersNeed to support large numbers of fine-grained objects
ProxyProvide placeholder/surrogate for another objectNeed to control access to another object

Structural Patterns Overview

🎭 Behavioral Patterns

Purpose: Focus on communication between objects and the assignment of responsibilities.

PatternPurposeUse When
ObserverDefine one-to-many dependency between objectsChanges to one object require updating multiple objects
StrategyDefine family of algorithms and make them interchangeableHave multiple ways to perform a task
CommandEncapsulate requests as objectsNeed to parameterize objects with operations
StateAllow object to alter behavior when internal state changesObject behavior depends on its state
Template MethodDefine skeleton of algorithm, let subclasses override stepsAlgorithm structure is fixed but steps vary
Chain of ResponsibilityPass requests along chain of handlersMultiple objects can handle request
MediatorDefine how objects interact without direct referencesComplex interactions between multiple objects
VisitorDefine new operations without changing object structureNeed to perform operations on objects of different classes
IteratorProvide way to access elements sequentiallyNeed to traverse collection without exposing structure
MementoCapture and restore object stateNeed to save/restore object state

Behavioral Patterns Overview

🚀 Pattern Selection Guide

By Problem Type

Object Creation Problems

Structural Problems

Behavioral Problems

Model-View-Controller (MVC)

  • Observer: View observes Model
  • Strategy: Controller strategies
  • Composite: View hierarchies

Enterprise Applications

  • Factory Method: Create business objects
  • Decorator: Add cross-cutting concerns
  • Command: Encapsulate business operations
  • Observer: Event-driven architecture

Game Development

  • State: Character states
  • Observer: Game events
  • Command: Player actions
  • Flyweight: Game objects

🛠️ Implementation Guidelines

When to Use Patterns

DO use patterns when:

  • You have a recurring design problem
  • The pattern fits naturally
  • It improves code maintainability
  • Team understands the pattern

DON'T use patterns when:

  • The problem is simple
  • It adds unnecessary complexity
  • You're forcing a pattern to fit
  • Team is unfamiliar with the pattern

Anti-Patterns to Avoid

  • Golden Hammer: Using same pattern everywhere
  • Over-Engineering: Using complex patterns for simple problems
  • Pattern Fever: Using patterns just to use them
  • Copy-Paste Patterns: Not understanding the pattern before using

📊 Pattern Comparison Matrix

PatternComplexityFlexibilityPerformanceUse Frequency
SingletonLowLowHighHigh
Factory MethodMediumHighMediumHigh
ObserverMediumHighMediumHigh
StrategyLowHighHighHigh
DecoratorMediumHighMediumMedium
CommandMediumHighMediumMedium
AdapterLowMediumHighMedium
FacadeLowLowHighMedium

🎓 Learning Path

Beginner Path (Start Here)

  1. Singleton - Understand the concept of patterns
  2. Factory Method - Learn about object creation
  3. Observer - Understand behavioral patterns
  4. Strategy - Learn algorithm selection
  5. Decorator - Understand structural composition

Intermediate Path

  1. Builder - Complex object creation
  2. Adapter - Interface integration
  3. Command - Request encapsulation
  4. State - State-dependent behavior
  5. Facade - System simplification

Advanced Path

  1. Abstract Factory - Complex creation patterns
  2. Proxy - Access control patterns
  3. Visitor - Complex behavioral patterns
  4. Mediator - Communication patterns
  5. Flyweight - Performance optimization

🔗 Pattern Relationships

📚 Further Reading

  • Books:

    • "Design Patterns: Elements of Reusable Object-Oriented Software" by Gang of Four
    • "Head First Design Patterns" by Freeman & Robson
    • "Patterns of Enterprise Application Architecture" by Martin Fowler
  • Online Resources:

    • Refactoring.Guru Design Patterns
    • SourceMaking Design Patterns
    • DoFactory Design Pattern Framework

🎯 Quick Reference

Most Common Patterns (80/20 Rule)

  1. Singleton - Single instance
  2. Factory Method - Object creation
  3. Observer - Event notification
  4. Strategy - Algorithm selection
  5. Decorator - Add behavior
  6. Command - Encapsulate requests
  7. Adapter - Interface conversion
  8. Facade - Simplify interface

CS Preparation Notes