Design Patterns1
Design Patterns1
Why read if you can watch? Watch design patterns video tutorial In software engineering, a design pattern is a general repeatable solution to a commonly occurring problem in software design. A design pattern isn't a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations.
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
Adapter Match interfaces of different classes Bridge Separates an objects 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
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
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.
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.
Creational patterns
01 In software engineering, creational design patterns are design patterns that deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. The basic form of object creation could result in design problems or added complexity to the design. Creational design patterns solve this problem by somehow controlling this object creation.
02
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
Rules of thumb
1. Sometimes creational patterns are competitors: there are cases when either Prototype or
Abstract Factory could be used profitably. At other times they are complementory: Abstract Factory might store a set of Prototypes from which to clone and return product objects, Builder can use one of the other patterns to implement which components get built. Abstract Factory, Builder, and Prototype can use Singleton in their implementation.
2. Abstract Factory, Builder, and Prototype define a factory object thats responsible for
knowing and creating the class of product objects, and make it a parameter of the system. Abstract Factory has the factory object producing objects of several classes. Builder has the factory object building a complex product incrementally using a correspondingly complex protocol. Prototype has the factory object (aka prototype) building a product by copying a prototype object. 3. Abstract Factory classes are often implemented with Factory Methods, but they can also be implemented using Prototype. 4. Abstract Factory can be used as an alternative to Facade to hide platform-specific classes. 5. Builder focuses on constructing a complex object step by step. Abstract Factory emphasizes a family of product objects (either simple or complex). Builder returns the product as a final step, but as far as the Abstract Factory is concerned, the product gets returned immediately. 6. Builder is to creation as Strategy is to algorithm. 7. Builder often builds a Composite. 8. Factory Methods are usually called within Template methods. 9. Factory Method: creation through inheritance. Prototype: creation through delegation. 10. Often, designs start out using Factory Method (less complicated, more customizable, subclasses proliferate) and evolve toward Abstract Factory, Prototype, or Builder (more flexible, more complex) as the designer discovers where more flexibility is needed. 11. Prototype doesnt require subclassing, but it does require an Initialize operation. Factory Method requires subclassing, but doesnt require Initialize. 12. Designs that make heavy use of the Composite and Decorator patterns often can benefit from Prototype as well.
reached a critical mass, it needs no explanation. This is when it has become a convention. The idea that solved a problem becomes a convention if it is common enough. If it also has a good amount of quality, it is a design pattern worth talking about. Conventional design patterns provide a reassuring sense of familiarity to the user. When one is spotted the user immediately knows how it works and what it does. No unnecessary time needs to be spent to figure out how things work. The user does not need to think. Take advantage of design patterns and the conventions embedded in them. Using design patterns may not win you the pulitzer prize for new and innovative thinking, but they will help you reduce friction and thus provide better usability. Innovate when you know you have the better idea, but use design patterns and conventions in all other cases. Its all about the execution.
Benefits: 1. enable large scale reuse of S/W 2. Helps in improve developer communication 3. capture expert knowledge and design trade-offs and make expertise widely available Drawbacks: 1.Do not lead to direct code reuse 2. Complex in nature 3. they are deceptivrly simple 4. they are validated by experince and discussion