In software engineering, design patterns are proven general solutions to common software design problems that have been identified and documented by experienced software developers. Design patterns are not a finished design that can be directly translated into code. They provide developers with a set of guidelines and best practices to follow when designing software systems.
Design patterns help implement software design principles such as clean code by providing tools to improve code readability for coders, avoid the expensive acquisition of resources by recycling existing objects and increase the efficiency of the overall development process, with direct support in multiple programming languages.
Design patterns can support developers’ efforts to create software systems that are easier to maintain, extend, and modify over time. However, it’s important to note that design patterns should be used judiciously and only when they are appropriate for the specific problem at hand.
There are at least 26 design patterns discovered to date, but 23 of them are currently the standard in software engineering.
Although the concept of patterns had been in use for several years, pioneering work in this area started in 1994, when the “Gang of Four” (GoF) authors Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides introduced the concept of design patterns in their book: Design Patterns: Components of Reusable Object-Oriented Software.
Since the 4 authors are considered the parents and main evangelists of the 23 design patterns, these patterns are frequently referred to as the GoF (Gang of Four) design patterns.
There are many different design patterns, each with its own specific purpose and implementation details. The most commonly used types of design patterns are divided into 3 categories:
These patterns focus on the process of object creation, providing ways to create objects in a manner suitable for a particular situation.
Some examples of well-known creational design patterns include:
These patterns deal with the composition of classes and objects, providing ways to organize and structure them to form larger systems.
Some examples of well-known structural design patterns include:
These patterns focus on the communication and interaction between objects, providing ways to define the behavior of objects and how they interact with each other.
Some examples of well-known behavioral structural design patterns include:
Design patterns are important because they provide a common language for developers to communicate with each other. They provide a set of solutions to common problems which can be used to ensure that code is written in a consistent manner. They also make it easier for developers to understand code written by others and make debugging and maintenance easier within the development process.
To apply a design pattern effectively, you need to identify the problem it is meant to solve first. Patterns are presented as reusable solutions in various books on software engineering. Once the problem is defined, you will need to properly analyze the most suitable solution from existing patterns.
Once you’ve chosen a pattern that suits your situation, you’ll then need to implement it in code or architecture accordingly. To apply a pattern in code or architecture properly, developers should understand the interaction among different parts of the application. The order of operations must also be considered for successful implementation of pattern.
Design patterns have been criticized for their lack of rigor and formalism. People argue that design patterns are too abstract and lack a solid foundation in mathematics or software engineering principles. Furthermore, they claim that design patterns do not provide a guarantee of correctness and are often used as a crutch by inexperienced developers.
There are many resources available for learning design patterns. Here are some options:
There are several books on design patterns that provide a thorough understanding of the concepts and their applications. Some popular titles include “Design Patterns: Elements of Reusable Object-Oriented Software” by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, “Head First Design Patterns” by Eric Freeman and Elisabeth Robson, and “Design Patterns Explained: A New Perspective on Object-Oriented Design” by Alan Shalloway and James R. Trott. Peter Norvig’s paper “Design Patterns in Dynamic Languages” is also something worth considering when learning design patterns.
There are many online courses available that cover design patterns. Some popular platforms that offer courses on this topic include Coursera, Udemy, and Pluralsight. These courses can range from free to paid and cover a variety of programming languages.
There are many tutorials available online that provide an introduction to design patterns. These tutorials can be a good starting point for people who are new to the topic. Some popular websites that offer tutorials on design patterns include Tutorials Point, DZone, and CodeProject.
Related topics such as the fundamental principles of software design, clean code architecture and Domain-Driven Design can also be explored for a deeper dive into software design.
One of the best ways to learn design patterns is by studying code examples. Many open-source projects and code repositories have examples of design patterns in use. You can study these examples to understand how design patterns work in practice.
There are many online communities dedicated to software design patterns. These communities can be a great resource for learning about new patterns, asking questions, and discussing best practices. Some popular communities include the design patterns subreddit and the Design Patterns Group on LinkedIn.
To sum up, design patterns are an effective tool in software engineering, providing coders with a systematic approach towards solving common problems in software development. A variety of design patterns exist and can be used in various situations. For example, developers may use the Factory Method pattern to solve the issue of creating objects without specifying the exact class of the object to be created or the Singleton pattern to ensure only one instance of a class exists in memory at any given time.
When implementing and reusing design patterns during the development process, coders should identify the problem they are trying to solve first, then choose an appropriate pattern accordingly and apply it in code or architecture accordingly.