Industry-relevant training in Business, Technology, and Design to help professionals and graduates upskill for real-world careers.
Fun, engaging games to boost memory, math fluency, typing speed, and English skills—perfect for learners of all ages.
Enroll to start learning
You’ve not yet enrolled in this course. Please enroll for free to listen to audio lessons, classroom podcasts and take practice test.
Listen to a student-teacher conversation explaining the topic in a relatable way.
Today, we'll discuss creational patterns, which are all about how objects are created. Can anyone name a creational pattern?
Isn't the Singleton Pattern a creational pattern?
Exactly! The Singleton Pattern ensures that a class has only one instance. Why might we want to use a Singleton?
Maybe for managing shared resources like configuration settings?
Correct! It provides a global point of access, which can simplify the management of shared resources. Let's also mention the Factory Method; it allows subclasses to determine object creation.
So, it's like defining a template for creating objects?
Exactly! Remember, creational patterns give flexibility in how objects are instantiated. They help manage object lifecycle and provide an abstraction layer.
Can you summarize what we've discussed?
Sure! Creational patterns focus on object creation. Key patterns include the Singleton, Factory Method, and Builder patterns, each addressing specific creation challenges.
Now let's switch to structural patterns, which deal with object composition. What do you think is meant by 'composition' in this context?
Could it refer to how objects and classes are arranged and relate to one another?
Yes! That's exactly right. One of the key structural patterns is the Adapter Pattern, which allows two incompatible interfaces to work together. Can anyone provide a real-world analogy for this?
It's like using a travel adapter for electronics so they can plug into different outlets.
Great analogy! Another important structural pattern is the Facade Pattern. It provides a simplified interface to a complex system. Why do you think simplification is important?
It makes it easier to interact with complex systems without needing to understand all details.
Exactly! Remember, structural patterns enhance clarity and manage relationships effectively. Can anyone summarize?
Structural patterns help organize classes and objects, making software systems simpler. Examples include Adapter and Facade patterns.
Finally, let's talk about behavioral patterns. These focus on how objects interact and communicate. Can anyone name one?
The Observer Pattern is one of them!
Correct! The Observer Pattern establishes a one-to-many relationship so that changes in one object can notify others. Why is that useful?
It helps keep different parts of a system updated without tight coupling.
Exactly! The Command Pattern is another example; it encapsulates requests as objects. What benefits does this provide?
It allows for undo operations or queues of commands.
Well put! Behavioral patterns enhance flexibility and can help manage complex workflows. Can someone summarize this section?
Behavioral patterns focus on interactions between objects, with examples like Observer and Command patterns.
Read a summary of the section's main ideas. Choose from Basic, Medium, or Detailed.
The classification of design patterns plays a crucial role in software engineering, dividing them into three main categories: creational patterns focus on object creation, structural patterns deal with the composition of objects, and behavioral patterns emphasize communication between objects. Each category contains specific patterns designed to resolve common design issues.
Design patterns are fundamental in software engineering as they provide efficient solutions to common design problems. They are broadly classified into three categories:
These patterns deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. They include:
- Singleton Pattern: Ensures that a class has only one instance and provides a global point of access. (Use Case: Configuration management)
- Factory Method Pattern: Defines an interface for creating an object but lets subclasses alter the type of objects created. (Use Case: GUI frameworks)
- Abstract Factory Pattern: Provides an interface for creating families of related or dependent objects without specifying their concrete classes. (Use Case: Theme factories)
- Builder Pattern: Separates the construction of a complex object from its representation. (Use Case: Creation of complex objects with various configurations)
- Prototype Pattern: Creates new objects by copying an existing object. (Use Case: Game character cloning)
These patterns focus on the composition of classes and objects. Key examples include:
- Adapter Pattern: Allows incompatible interfaces to work together. (Use Case: Legacy system integration)
- Bridge Pattern: Decouples abstraction from implementation. (Use Case: Device-driver systems)
- Composite Pattern: Composes objects into tree structures to represent part-whole hierarchies. (Use Case: File systems)
- Decorator Pattern: Adds behavior to objects dynamically. (Use Case: GUI components customization)
- Facade Pattern: Provides a simplified interface to a complex subsystem. (Use Case: Libraries with multiple subsystems)
These patterns focus on the interaction and responsibilities of objects. Examples include:
- Chain of Responsibility Pattern: Passes a request along a chain of handlers. (Use Case: Event handling)
- Command Pattern: Encapsulates a request as an object. (Use Case: Undo/redo functionality)
- Interpreter Pattern: Defines a grammar and provides an interpreter for interpretation. (Use Case: SQL parsing)
- Observer Pattern: Defines a one-to-many dependency between objects. (Use Case: UI event handling)
In conclusion, understanding these classifications helps developers select the appropriate design pattern based on the problem they face, ultimately leading to more efficient and maintainable software designs.
Dive deep into the subject with an immersive audiobook experience.
Signup and Enroll to the course for listening the Audio Book
Design patterns are broadly classified into three categories:
Design patterns can be categorized into three main types: Creational Patterns, Structural Patterns, and Behavioral Patterns. Each category addresses a specific kind of problem in software design. This classification helps developers choose the most appropriate pattern based on the situation they are dealing with.
Think of it like types of tools in a toolbox. Just as some tools are designed specifically for building (like screwdrivers & hammers), others might be for organizing (like bins) or for detailing (like sandpaper). In design patterns, some patterns help with creating objects, others help organize them, and some deal with how they interact.
Signup and Enroll to the course for listening the Audio Book
Creational patterns focus on the way objects are created, aiming to make the creation process more flexible and efficient. They allow incomplete object definitions to be resolved within the context, making it easier to create objects based on the specific requirements or context they are being created in.
Imagine you are in a restaurant. You want to order a dish, but the kitchen has many ways to cook it (grill, bake, steam). Depending on what you choose, it will be prepared differently. Creational patterns work similarly to help software define how to create an object based on what's needed at that moment.
Signup and Enroll to the course for listening the Audio Book
• 27.3.1 Singleton Pattern Ensures a class has only one instance and provides a global point of access to it.
Use Case: Configuration objects, logging, thread pools.
• 27.3.2 Factory Method Pattern Defines an interface for creating an object but lets subclasses alter the type of objects that will be created.
Use Case: GUI libraries, frameworks requiring interchangeable components.
• 27.3.3 Abstract Factory Pattern Provides an interface for creating families of related or dependent objects without specifying their concrete classes.
Use Case: Theme or skin factories in GUI apps.
• 27.3.4 Builder Pattern Separates the construction of a complex object from its representation.
Use Case: Creating objects with multiple configurations (e.g., a meal, a document, or a house).
• 27.3.5 Prototype Pattern Creates new objects by copying an existing object, known as the prototype.
Use Case: Game development (cloning characters), prototyping expensive objects.
Each specific creational pattern provides a different mechanism for object creation:
Imagine building a car. The Singleton Pattern is like having one factory that produces cars to ensure quality control. The Factory Method Pattern is like having different car models (sedan, SUV) that have a common interface (building process) but different parts. The Abstract Factory Pattern is akin to selling car packages that include engines, tires, and interiors specific to that vehicle.
Builder Pattern lets you customize a car's features step by step (color, engine type), while Prototype Pattern allows you to make variations of a car model simply by copying an existing one.
Signup and Enroll to the course for listening the Audio Book
Structural patterns deal with how classes and objects map to each other, ensuring that various components of an application work seamlessly together. They focus on the composition of objects and typically help to form larger structures from smaller components, promoting flexibility and efficiency in design.
Think about building a LEGO set. Structural patterns are like the instructions provided that help you fit different LEGO pieces together. They ensure that each piece (class or object) fits correctly with others and can be structured in various ways without breaking the overall model.
Signup and Enroll to the course for listening the Audio Book
• 27.3.6 Adapter Pattern Allows incompatible interfaces to work together.
Use Case: Legacy code integration, plugin systems.
• 27.3.7 Bridge Pattern Decouples an abstraction from its implementation so that the two can vary independently.
Use Case: Device-driver systems, UI abstraction.
• 27.3.8 Composite Pattern Composes objects into tree structures to represent part-whole hierarchies.
Use Case: File system representation, GUI elements.
• 27.3.9 Decorator Pattern Adds behavior to objects dynamically without altering their structure.
Use Case: GUI components (scrollbars, borders), I/O streams.
• 27.3.10 Facade Pattern Provides a simplified interface to a complex subsystem.
Use Case: Libraries, frameworks with multiple subsystems.
• 27.3.11 Flyweight Pattern Reduces memory usage by sharing common parts of objects instead of duplicating them.
Use Case: Text rendering, object pools in games.
• 27.3.12 Proxy Pattern Provides a surrogate or placeholder for another object to control access to it.
Use Case: Remote proxies, virtual proxies, protection proxies.
Specific structural patterns include:
Consider a bakery as an analogy. Adapter Pattern allows old equipment to work with new recipes seamlessly. The Bridge Pattern represents the separation of ingredients (baking) from the cooking method (oven or mixer). Composite Pattern builds a whole cake (with layers or decorations) as parts come together.
Similarly, the Decorator Pattern lets you add toppings or icing without changing the underlying cake recipe. The Facade Pattern is like a shop that simplifies orders for customers from a complex baking process behind the scenes. The Flyweight Pattern allows reusing muffin cups, reducing waste, while the Proxy Pattern acts as a security front desk managing who can enter the bakery kitchen.
Signup and Enroll to the course for listening the Audio Book
Behavioral patterns are concerned with the interaction and responsibility between objects. They help define how objects communicate and collaborate with one another, managing complex flows and processes through their collaboration. These patterns enable effective communication, coordination, and chaining of tasks among various components within a system.
Think of a symphony orchestra where different musicians (objects) have to work together harmoniously to create music. Each musician has a specific role and communicates through their instruments (based on behavioral patterns), presenting a cohesive and coordinated performance.
Signup and Enroll to the course for listening the Audio Book
• 27.3.13 Chain of Responsibility Pattern Passes a request along a chain of handlers until one handles it.
Use Case: Event handling systems, middleware.
• 27.3.14 Command Pattern Encapsulates a request as an object, allowing parameterization of clients.
Use Case: Undo-redo systems, transactional systems.
• 27.3.15 Interpreter Pattern Defines a grammar and provides an interpreter to interpret sentences of the grammar.
Use Case: SQL interpreters, expression evaluation.
• 27.3.16 Iterator Pattern Provides a way to access the elements of an aggregate object sequentially.
Use Case: Collection libraries, data traversals.
• 27.3.17 Mediator Pattern Encapsulates how a set of objects interact.
Use Case: Chat applications, component decoupling.
• 27.3.18 Memento Pattern Captures and restores an object’s internal state without violating encapsulation.
Use Case: Save/restore functionality in games.
• 27.3.19 Observer Pattern Defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified.
Use Case: UI event handling, stock market feeds.
• 27.3.20 State Pattern Allows an object to alter its behavior when its internal state changes.
Use Case: TCP connection states, UI form state changes.
• 27.3.21 Strategy Pattern Enables selecting an algorithm at runtime.
Use Case: Sorting strategies, compression strategies.
• 27.3.22 Template Method Pattern Defines the program skeleton in a method but lets subclasses override specific steps.
Use Case: Frameworks, algorithm structures.
• 27.3.23 Visitor Pattern Separates an algorithm from the object structure it operates on.
Use Case: Compilers, document processing.
Specific behavioral patterns include:
In terms of interactions in a restaurant: the Chain of Responsibility Pattern acts like a waiter, who forwards orders to the kitchen staff until the appropriate chef handles it. The Command Pattern allows patrons to place customizable orders encompassing the entire dining experience, ready to be modified or retried. The Interpreter Pattern defines how to read menu items based on various customer needs. The Iterator Pattern lets waitstaff go through tables in a restaurant one by one, while the Mediator Pattern ensures that cooking staff communicate efficiently without each having to know every other's intricate detail.
Memento Pattern allows for saving a customer’s last order, enabling easy repeatability. The Observer Pattern keeps diners updated on food arrival without needing to ask, while the State Pattern adjusts service levels based on busy meal times. The Strategy Pattern allows the chef to select cooking methods per diner preferences, while the Template Method Pattern helps in standardizing meals while allowing seasonal or personalized tweaks. Lastly, the Visitor Pattern lets new menu items be introduced without disrupting established recipe layouts.
Learn essential terms and foundational ideas that form the basis of the topic.
Key Concepts
Creational Patterns: Patterns focused on object creation.
Structural Patterns: Patterns concerned with the composition of components.
Behavioral Patterns: Patterns that address communication between objects.
Singleton Pattern: Ensures a class has a single instance.
Factory Method Pattern: Defines a method for creating objects.
Observer Pattern: Establishes one-to-many dependencies.
See how the concepts apply in real-world scenarios to understand their practical implications.
Singleton Pattern used for a logging service where only one instance is needed throughout the application.
Factory Method Pattern used in GUI toolkits to create different types of buttons.
Use mnemonics, acronyms, or visual cues to help remember key information more easily.
Singleton's alone, not two, / Use it when resources are few.
Imagine a library that only allows one librarian to manage all transactions. This librarian ensures no double bookings happen, just like the Singleton ensures one instance.
C-S-B for creational (C), structural (S), behavioral (B) patterns.
Review key concepts with flashcards.
Review the Definitions for terms.
Term: Creational Patterns
Definition:
Patterns that deal with object creation mechanisms.
Term: Structural Patterns
Definition:
Patterns concerned with the composition of classes and objects.
Term: Behavioral Patterns
Definition:
Patterns that focus on communication and interaction between objects.
Term: Singleton Pattern
Definition:
A creational design pattern that restricts a class to a single instance.
Term: Factory Method Pattern
Definition:
A creational pattern that defines an interface for creating an object but lets subclasses alter the type of objects that will be created.
Term: Observer Pattern
Definition:
A behavioral pattern that defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified.
Term: Adapter Pattern
Definition:
A structural pattern that allows incompatible interfaces to work together.