Let us discuss time-tested solutions to recurring design problems in this article:
“Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in a way that you can use this solution a million times over, without ever doing it the same way twice.”
— Christopher Alexander
Patterns provide a framework that can be applied to similar issues but may be solved in different ways, sometimes in real world and other times in digital space.
Design patterns are reusable solution to commonly occurring problem within a given context in Software design. It’s not a finished design that can be transformed directly into app. Rather, it is a template to solve a recurring design problem in code.
The pattern is not a specific piece of code, but a concept for solving a particular problem.
The concept of patterns was first described by Christopher Alexander, a Civil Engineer in A Pattern Language: Towns, Buildings, Construction book. Chris wrote about his experience in solving design issues related to buildings and towns. It occurred to Alexander that certain design constructs, when used time and time again, lead to the desired effect. He documented and published the experience he gained so that others could benefit.
In 1995, the idea was picked up by authors in book, Design Patterns: Elements of Reusable Object-Oriented Software, in which they applied the concept of design patterns to programming. The book featured 23 patterns solving various problems of object-oriented design, the book is well known by name “the GoF book”.
No, Architecture of an application refers to the larger structure of application while a design pattern refers to a method of solving a specific type of problem, much more focused and lower level than the global structure of the system. For example, a design pattern can be a solution to the problem of an object’s behaviour depending on its internal state, or how the object should be created after applying some rules/validations. With architectural level design, you are concerned with how to structure all the pieces together.
_ Architecture focuses on the abstract view of idea while design focus on the implementation view of idea._
A Pattern has four elements:
Design Patterns are divided into 3 categories:
It provide object creation mechanisms that increase flexibility and reuse of existing code.
Object Pool Avoid expensive acquisition and release of resources by recycling objects that are no longer in use.
Abstract Factory Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
Factory Method Define an interface for creating a single object, but let subclasses decide which class to instantiate.
Builder Separate the construction of a complex object from its representation. Read More…
Singleton Ensure a class has only single instance. Read More…
Prototype A fully initialised instance to be copied or cloned. Read More…
Explain how to assemble objects and classes into larger structures while keeping the structures flexible and efficient.
Adapter Convert the protocol of a class into another protocol consumer expect.
Bridge Decouple an abstraction from its implementation
Composite A tree structure of simple and composite objects
Decorator Attach additional responsibilities to an object dynamically
Facade A single class that represents an entire subsystem
_Flyweight A fine-grained instance used for efficient sharing
Proxy An object representing another object
Take care of effective communication.
The Behavioral class patterns use inheritance to describe algorithms and flow of control, whereas the Behavioral object patterns describe how a group of objects cooperate to perform a task that no single object can carry out alone.
Chain of Responsibility OR Responder Chain: Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. In Swift it’s called Responder Chain
Command Encapsulate a command request as an object
Interpreter A way to include language elements in a program
Iterator Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
Mediator Define an object that encapsulates how a set of objects interact.
Memento Capture and restore an object’s internal state
Observer A way of notifying change to a number of classes
State Alter an object to alter it’s behaviour when its state changes
Design pattern may just be a sign that some features are missing in a particular programming language. 16 out of the 23 patterns in the Design Patterns book (which is primarily focused on C++) are eliminated (via direct language support) in Lisp - Refer https://en.wikipedia.org/wiki/Lisp_(programming_language)
I would write an article on each design pattern, then based on the language you can determine which functionality is already available and which one not. Source code will be in Swift but anyone could grasp the context of design pattern.
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