Software design patterns
Software design patterns are general reusable solutions to common software design problems. Using design patterns can have several benefits:
- They provide a shared vocabulary for designers and developers to communicate about software design.
- They can improve the design of a software system by providing a proven solution to a common design problem.
- They can make understanding an existing software system easier by providing a familiar structure that can be recognized and understood by those familiar with the design pattern.
- They can improve the maintainability and extensibility of a software system by providing a straightforward and flexible design that can be easily modified and extended.
- They can improve code reuse by providing a way to reuse proven design solutions in multiple projects.
Using design patterns can help create more robust and scalable software systems and make it easier for developers to work on and understand complex systems.
Here is a list of some popular software design patterns, along with a brief description of each:
- Singleton: Ensures that a class has only one instance and provides a global access point to that instance.
- Factory: Provides an interface for creating objects in a superclass but allows subclasses to alter the type of objects that will be made.
- Prototype: Specifies the kinds of objects to create using a prototypical instance and creates new objects by copying this prototype.
- Adapter: Allows two incompatible interfaces to work together by wrapping one interface with another.
- Decorator: Allows additional behaviour to be added to an object dynamically by wrapping the object with a decorator object.
- Observer: Defines a one-to-many dependency between objects so that all dependents are notified and updated automatically when one object changes state.
- Command: Encapsulates a request as an object, allowing for deferred execution or manipulation of requests.
- Mediator: Defines an object coordinating communication between other objects, reducing their dependencies.
- Iterator: Provides a way to access the elements of an aggregate object sequentially without exposing the underlying representation.
- Strategy: Defines a family of algorithms, encapsulates each one, and makes them interchangeable.
These are just a few examples of the many design patterns that have been identified and documented. Each pattern provides a solution to a specific software design problem and can be applied in appropriate situations to improve the design and maintainability of software systems.
Justin Barnes Consultancy Ltd
2 Peter Lane
York
YO1 8SW
01904 310231