Design Patterns

Design Patterns

Design pattern is a general reusable solution or template to a commonly occurring problem in software design. The patterns typically show relationships and interactions between classes or objects. The idea is to speed up the development process by providing tested, proven development paradigm.

Goal: 

? Understand the problem and matching it with some pattern.

? Reusage of old interface or making the present design reusable for the future usage.

Example:

For example, in many real world situations we want to create only one instance of a class. For example, there can be only one active president of country at a time regardless of personal identity. This pattern is called Singleton pattern. Other software examples could be a single DB connection shared by multiple objects as creating a separate DB connection for every object may be costly. Similarly, there can be a single configuration manager or error manager in an application that handles all problems instead of creating multiple managers.

  Types of Design Patterns

There are mainly three types of design patterns:

1. Creational

These design patterns are all about class instantiation or object creation. These patterns can be further categorised into Class-creational patterns and object-creational patterns. While class-creation patterns use inheritance effectively in the instantiation process, object-creation patterns use delegation effectively to get the job done.

Creational design patterns are Factory Method, Abstract Factory, Builder, Singleton, Object Pool and Prototype.

  • Abstract Factory

Creates an instance of several families of classes

  • Builder

Separates object construction from its representation

  • Factory Method

Creates an instance of several derived classes

  • Object Pool

Avoid expensive acquisition and release of resources by recycling objects that are no longer in use

  • Prototype

A fully initialized instance to be copied or cloned

  • Singleton

A class of which only a single instance can exist

2. Structural

These design patterns are about organising different classes and objects to form larger structures and provide new functionality.

Structural design patterns are Adopter, Bridge, Composite, Decorator, Facade, Flyweight, Private Class Data and Proxy.

  • Adapter

Match interfaces of different classes

  • Bridge

Separates an object’s interface from its implementation

  • Composite

A tree structure of simple and composite objects

  • Decorator

Add responsibilities to objects dynamically

  • Facade

A single class that represents an entire subsystem

  • Flyweight

A fine-grained instance used for efficient sharing

  • Private Class Data

Restricts accessor/mutator access

  • Proxy

An object representing another object

3. Behavioural

Behavioural patterns are about identifying common communication patterns between objects and realise these patterns.

Behavioural patterns are Chain of responsibility, Command, Interpreter, Iterator, Mediator, Memento, Null Object, Observer, State, Strategy, Template method, Visitor

  • Chain of responsibility

A way of passing a request between a chain of objects

  • Command

Encapsulate a command request as an object

  • Interpreter

A way to include language elements in a program

  • Iterator

Sequentially access the elements of a collection

  • Mediator

Defines simplified communication between classes

  • Memento

Capture and restore an object's internal state

  • Null Object

Designed to act as a default value of an object

  • Observer

A way of notifying change to a number of classes

  • State

Alter an object's behavior when its state changes

  • Strategy

Encapsulates an algorithm inside a class

  • Template method

Defer the exact steps of an algorithm to a subclass

  • Visitor

Defines a new operation to a class without change

Criticism

The concept of design patterns has been criticized by some in the field of computer science.

  • Targets the wrong problem

The need for patterns results from using computer languages or techniques with insufficient abstraction ability. Under ideal factoring, a concept should not be copied, but merely referenced. But if something is referenced instead of copied, then there is no "pattern" to label and catalog. Paul Graham writes in the essay Revenge of the Nerds.

Peter Norvig provides a similar argument. He demonstrates that 16 out of the 23 patterns in the Design Patterns book (which is primarily focused on C++) are simplified or eliminated (via direct language support) in Lisp or Dylan.

  • Lacks formal foundations

The study of design patterns has been excessively ad hoc, and some have argued that the concept sorely needs to be put on a more formal footing. At OOPSLA 1999, the Gang of Four were (with their full cooperation) subjected to a show trial, in which they were "charged" with numerous crimes against computer science. They were "convicted" by ? of the "jurors" who attended the trial.

  • Leads to inefficient solutions

The idea of a design pattern is an attempt to standardise what are already accepted best practices. In principle this might appear to be beneficial, but in practice it often results in the unnecessary duplication of code. It is almost always a more efficient solution to use a well-factored implementation rather than a "just barely good enough" design pattern.

  • Does not differ significantly from other abstractions

Some authors allege that design patterns don't differ significantly from other forms of abstraction, and that the use of new terminology (borrowed from the architecture community) to describe existing phenomena in the field of programming is unnecessary. The Model-View-Controller paradigm is touted as an example of a "pattern" which predates the concept of "design patterns" by several years. It is further argued by some that the primary contribution of the Design Patterns community (and the Gang of Four book) was the use of Alexander's pattern language as a form of documentation; a practice which is often ignored in the literature

Reference : Source Making



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