Design patterns are reusable solutions to common
problems in software design. They help in writing code
that is maintainable, scalable, and efficient. Think of them
as blueprints for solving recurring software development
challenges.
Imagine you're building a house. You don't reinvent the
process every time—you follow established blueprints for
rooms, plumbing, and electrical wiring. Similarly, in
software engineering, design patterns serve as blueprints
for structuring code efficiently.
In software development, design patterns provide proven
approaches to software design. They promote best
practices, improve code organization, and make
development faster by using well-established solutions.
Summary
•Creational Patterns -Deal with object creation.
•Structural Patterns -Deal with object composition and relationships.
•Behavioral Patterns-Deal with communication between objects.
Singleton Pattern
🔹 Ensures only one instance of a class exists and provides a global access
point.
🔹 Example: A government ID system, where each citizen has only one unique
ID.
🔹 Use Cases:
•Logging system (ensures all logs are written to a single file).
•Database connections (prevents multiple instances of the database).
Factory Pattern
🔹 Creates objects without specifying the exact class.
🔹 Example: A car factory – you order a car, and the factory produces it
without you knowing the exact process.
🔹 Use Cases:
•GUI applications (creating buttons, windows, and menus dynamically).
•Game development (creating different characters based on user
selection).
Abstract Factory Pattern
🔹 Provides an interface to create families of related objects without
specifying their exact class.
🔹 Example: A furniture factory that produces both wooden and plastic
furniture sets based on customer preference.
🔹 Use Cases:
•UI themes (switching between dark and light themes in an app).
•Database connectivity (switching between MySQL and PostgreSQL).
Builder Pattern
🔹 Used for creating complex objects step by step.
🔹 Example: Building a burger – choose bun, patty, toppings, and sauces step by
step.
🔹 Use Cases:
•Creating complex reports (with different sections).
•Constructing detailed game characters (hair, clothes, abilities).
Prototype Pattern
🔹 Creates objects by copying an existing object (cloning).
🔹 Example: Photocopying a document instead of rewriting it.
🔹 Use Cases:
•Cloning existing user profiles in an application.
•Duplicating game objects (creating multiple enemy characters).
Structural
Adapter Pattern
🔹 Allows incompatible interfaces to work together.
🔹 Example: A travel adapter that allows a US plug to fit into an Indian
socket.
🔹 Use Cases:
•Connecting new and old systems in software.
•Using different database formats together.
Bridge Pattern
🔹 Separates abstraction from implementation, so they can evolve
independently.
🔹 Example: A remote control works for both TVs and ACs, even though
their internal mechanics differ.
🔹 Use Cases:
•Supporting multiple platforms in an app (Windows, Mac, Linux).
•Handling multiple payment methods (credit card, PayPal, UPI).
Composite Pattern
🔹 Treats individual objects and groups of objects uniformly.
🔹 Example: A file system where both files and folders are treated the same way.
🔹 Use Cases:
•Graphic design software (grouping shapes and treating them as one).
•Menu structures (nested dropdowns in a website).
Decorator Pattern
🔹 Adds functionality dynamically to an object without modifying its structure.
🔹 Example: A coffee shop where you can add extra toppings (milk, sugar) to a
base coffee.
🔹 Use Cases:
•Adding features to UI components (scrollbars, tooltips).
•Enhancing security features dynamically.
Facade Pattern
🔹 Provides a simplified interface to a complex system.
🔹 Example: A restaurant waiter takes your order and deals with the
kitchen, so you don’t need to communicate with multiple chefs.
🔹 Use Cases:
•Simplified API calls (one function handles multiple backend
operations).
•Media player software (a single play button controls multiple settings).
Flyweight Pattern
🔹 Minimizes memory usage by sharing objects.
🔹 Example: Chess game – instead of creating separate objects for
every white pawn, it reuses a single white pawn object.
🔹 Use Cases:
•Optimizing large applications (sharing icons instead of creating new
ones).
•Text editors (reusing the same font style instead of storing new ones)
Proxy Pattern
🔹 Controls access to another object to provide security or efficiency.
🔹 Example: A security guard checks IDs before allowing entry into a restricted
area.
🔹 Use Cases:
•Virtual proxies (loading heavy images only when needed).
•Security proxies (filtering access to restricted websites).
Behavioral Design Patterns (Object Communication)
These patterns define how objects interact and communicate with each other.
a) Chain of Responsibility Pattern
🔹 Passes a request along a chain of handlers until it is handled.
🔹 Example: Customer service – a call first goes to an executive, then a manager, and
finally to a director if unresolved.
🔹 Use Cases:
•Spam filters in email systems.
•Approval processes in organizations.
Command Pattern
🔹 Encapsulates a request as an object, so it can be executed, undone, or stored.
🔹 Example: Undo/redo functionality in a text editor.
🔹 Use Cases:
•Remote controls (pressing buttons executes different commands).
•Task scheduling in operating systems.
Observer Pattern
🔹 One-to-many dependency, where multiple objects update when one
changes.
🔹 Example: YouTube notifications – subscribers get notified when a new video
is uploaded.
🔹 Use Cases:
•Stock market applications (investors get notified of price changes).
•Social media notifications
Strategy Pattern
🔹 Defines multiple algorithms and selects one at runtime.
🔹 Example: Google Maps – chooses the fastest, shortest, or no-toll route
dynamically.
🔹 Use Cases:
•Sorting algorithms in software.
•Compression strategies in file storage.
State Pattern
🔹 Changes an object's behavior based on its state.
🔹 Example: A traffic light changes its behavior based on red, yellow, or
green states.
🔹 Use Cases:
•Vending machines (different behavior when money is inserted).
•Online shopping carts (before and after checkout).
Template Method Pattern
🔹 Defines a general algorithm structure, letting subclasses fill in
specific steps.
🔹 Example: Cooking recipes – the general steps are the same, but
ingredients may change.
🔹 Use Cases:
•Framework design (common structure with customizable parts).
•Game AI strategies (general behavior with different tactics).