Design Patterns
Design patterns are reusable solutions to common problems encountered in software design and development. They provide a structured approach to solving design challenges and promoting best practices. Here are some commonly used design patterns:
Creational Patterns:
- Singleton: Ensures that a class has only one instance and provides a global point of access to it.
- Factory Method: Defines an interface for creating objects but allows subclasses to alter the type of objects that will be created.
- Abstract Factory: Provides an interface for creating families of related or dependent objects without specifying their concrete classes.
- Builder: Separates the construction of a complex object from its representation, allowing the same construction process to create different representations.
Structural Patterns:
- Adapter: Allows objects with incompatible interfaces to work together by providing a wrapper that converts the interface of one class into another.
- Decorator: Attaches additional responsibilities to an object dynamically, providing a flexible alternative to subclassing for extending functionality.
- Facade: Provides a simplified interface to a complex system, hiding its complexity and making it easier to use.
- Proxy: Provides a placeholder for another object to control access to it, acting as a surrogate or placeholder for the actual object.
Behavioral Patterns:
- Observer: Defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
- Strategy: Defines a family of algorithms, encapsulates each one, and makes them interchangeable. Strategy lets the algorithm vary independently from clients that use it.
- Command: Encapsulates a request as an object, thereby allowing for parameterization of clients with queues, requests, and operations.
- Iterator: Provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
Architectural Patterns:
- Model-View-Controller (MVC): Separates the presentation layer (view), business logic (controller), and data (model) to achieve separation of concerns and modularity.
- Repository Pattern: Mediates between the domain and data mapping layers, acting as a collection of domain objects that acts like a collection of data.
- Dependency Injection: Inverts the control of creating and managing dependencies, allowing components to be loosely coupled and easily replaced.
- Event-Driven Architecture (EDA): Decouples components by allowing them to communicate through events, promoting loose coupling and scalability.
These design patterns help software developers create maintainable, scalable, and flexible software systems by providing well-established solutions to recurring design problems. Understanding and applying design patterns appropriately can lead to improved code quality, easier maintenance, and better software architecture.