Advanced Programming | 27. Design Patterns by Abraham | Learn Smarter
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27. Design Patterns

Design patterns in software engineering provide a framework for solving common design problems, promoting code reuse and maintainability. By understanding the different categories of design patterns and their applications, developers can create more scalable and manageable software solutions. Learning design patterns also improves communication among developers and aligns practices with industry standards.

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Sections

  • 27

    Design Patterns

    Design patterns are reusable solutions to common issues in software design that enhance maintainability and promote best practices.

  • 27.1

    History And Origins Of Design Patterns

    This section explores the historical origins of design patterns, tracing their roots from architecture to software engineering.

  • 27.2

    Benefits Of Using Design Patterns

    Design patterns provide software developers with efficient solutions that enhance reusability, maintainability, scalability, and communication.

  • 27.3

    Classification Of Design Patterns

    Design patterns are categorized into three primary types: creational, structural, and behavioral, each addressing different aspects of software design.

  • 27.3.1

    Singleton Pattern

    The Singleton Pattern ensures a class has only one instance and provides a global point of access to it.

  • 27.3.2

    Factory Method Pattern

    The Factory Method Pattern provides an interface for creating objects while allowing subclasses to specify the types of objects that will be created.

  • 27.3.3

    Abstract Factory Pattern

    The Abstract Factory Pattern provides an interface for creating families of related or dependent objects without specifying their concrete classes.

  • 27.3.4

    Builder Pattern

    The Builder Pattern is a creational design pattern that separates the construction of complex objects from their representation, allowing the creation of different representations using the same construction process.

  • 27.3.5

    Prototype Pattern

    The Prototype Pattern is a creational design pattern that enables object creation by copying an existing object, known as the prototype, rather than constructing new instances from scratch.

  • 27.3.6

    Adapter Pattern

    The Adapter Pattern allows incompatible interfaces to work together, facilitating integration of legacy systems and enhancing system flexibility.

  • 27.3.7

    Bridge Pattern

    The Bridge Pattern is a structural design pattern that decouples an abstraction from its implementation to allow them to vary independently.

  • 27.3.8

    Composite Pattern

    The Composite Pattern is a structural design pattern that allows composing objects into tree structures to represent part-whole hierarchies, commonly used in GUI elements and file system representations.

  • 27.3.9

    Decorator Pattern

    The Decorator Pattern dynamically adds behavior to objects without altering their structure, enhancing the functionality of GUI components and streams.

  • 27.3.10

    Facade Pattern

    The Facade Pattern provides a simplified interface to a complex subsystem, helping to improve user experience and reduce dependencies.

  • 27.3.11

    Flyweight Pattern

    The Flyweight Pattern is a structural design pattern that optimizes memory usage by sharing similar objects, particularly in scenarios requiring the creation of many identical objects.

  • 27.3.12

    Proxy Pattern

    The Proxy Pattern provides a surrogate or placeholder for another object to control access to it, commonly used for managing resource access.

  • 27.3.13

    Chain Of Responsibility Pattern

    The Chain of Responsibility Pattern is a behavioral design pattern that passes requests along a chain of handlers until one handles it.

  • 27.3.14

    Command Pattern

    The Command Pattern encapsulates a request as an object, facilitating parameterization of clients and supporting operations like undo-redo.

  • 27.3.15

    Interpreter Pattern

    The Interpreter Pattern provides a mechanism to define a grammar for a language and an interpreter for interpreting sentences of that grammar.

  • 27.3.16

    Iterator Pattern

    The Iterator Pattern provides a standard way to traverse elements of a collection without exposing the underlying structure.

  • 27.3.17

    Mediator Pattern

    The Mediator Pattern encapsulates how a set of objects interact, promoting loose coupling.

  • 27.3.18

    Memento Pattern

    The Memento Pattern captures and restores an object's internal state without violating encapsulation.

  • 27.3.19

    Observer Pattern

    The Observer Pattern defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified.

  • 27.3.20

    State Pattern

    The State Pattern enables an object to modify its behavior based on its internal state.

  • 27.3.21

    Strategy Pattern

    The Strategy Pattern allows for the selection of an algorithm at runtime, offering flexibility in how operations are executed.

  • 27.3.22

    Template Method Pattern

    The Template Method Pattern defines the skeleton of an algorithm in a method, allowing subclasses to override specific steps without changing the algorithm's structure.

  • 27.3.23

    Visitor Pattern

    The Visitor Pattern is a design pattern that separates an algorithm from the object structure it operates on, facilitating operations on heterogeneous objects.

  • 27.4

    Choosing The Right Pattern

    Choosing the right design pattern depends on evaluating problem types and considering reusability, maintainability, and coupling.

  • 27.5

    Anti-Patterns

    Anti-patterns are ineffective solutions to common problems in software design that can lead to poor code quality.

  • 27.6

    Real-World Examples Of Design Patterns

    This section provides various real-world use cases of design patterns in software engineering.

  • 27.7

    Best Practices And Pitfalls

    This section outlines best practices for effectively using design patterns in software development, alongside common pitfalls to avoid.

Class Notes

Memorization

What we have learnt

  • Design patterns are reusabl...
  • There are three main catego...
  • Choosing the right design p...

Final Test

Revision Tests