Software design pattern
A software design pattern describes a reusable solution to a commonly needed behavior in software. A design pattern is not a rigid structure to be copied directly into source code. Rather, it is a description of and a template for solving a particular type of problem that can be used in many different contexts, including different programming languages and computing platforms. Design patterns can be viewed as formalized best practices that the programmer may use to solve common problems when designing software.
Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented languages.
History
Patterns originated as an architectural concept by Christopher Alexander as early as 1977 in A Pattern Language. In 1987, Kent Beck and Ward Cunningham began experimenting with the idea of applying patterns to programming – specifically pattern languages – and presented their results at the OOPSLA conference that year. In the following years, Beck, Cunningham and others followed up on this work.Design patterns gained popularity in computer science after the book Design Patterns: Elements of Reusable Object-Oriented Software was published in 1994 by the so-called "Gang of Four", which is frequently abbreviated as "GoF". That same year, the first Pattern Languages of Programming Conference was held, and the following year the Portland Pattern Repository was set up for documentation of design patterns.
Although design patterns have been applied practically for a long time, formalization of the concept of design patterns languished for several years.
Practice
Design patterns can speed up the development process by providing proven development paradigms. Effective software design requires considering issues that may not become apparent until later in the implementation. Freshly written code can often have hidden, subtle issues that take time to be detected – issues that sometimes can cause major problems down the road. Reusing design patterns can help to prevent such issues, and enhance code readability for those familiar with the patterns.Software design techniques are difficult to apply to a broader range of problems. Design patterns provide general solutions, documented in a format that does not require specifics tied to a particular problem.
In 1996, Christopher Alexander was invited to give a to the 1996 OOPSLA Convention. Here he reflected on how his work on Patterns in Architecture had developed and his hopes for how the Software Design community could help Architecture extend Patterns to create living structures that use generative schemes that are more like computer code.
Motif
A pattern describes a design motif, a.k.a. prototypical micro-architecture, as a set of program constituents and their relationships. A developer adapts the motif to their codebase to solve the problem described by the pattern. The resulting code has structure and organization similar to the chosen motif.Domain-specific patterns
Efforts have also been made to codify design patterns in particular domains, including the use of existing design patterns as well as domain-specific design patterns. Examples include user interface design patterns, information visualization, secure design, "secure usability", Web design and business model design.The annual Pattern Languages of Programming Conference proceedings include many examples of domain-specific patterns.
Object-oriented programming
design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented languages.Examples
Design patterns can be organized into groups based on what kind of problem they solve.Creational
A creational pattern creates objects.| Name | Description | In Design Patterns | In Code Complete | Other |
| Abstract factory | Provide an interface for creating families of related or dependent objects without specifying their concrete classes. | |||
| Builder | Separate the construction of a complex object from its representation, allowing the same construction process to create various representations. | |||
| Dependency Injection | A class accepts the objects it requires from an injector instead of creating the objects directly. | |||
| Factory method | Define an interface for creating a single object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses. | |||
| Lazy initialization | Tactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed. This pattern appears in the GoF catalog as "virtual proxy", an implementation strategy for the Proxy pattern. | |||
| Multiton | Ensure a class has only named instances, and provide a global point of access to them. | |||
| Object pool | Avoid expensive acquisition and release of resources by recycling objects that are no longer in use. Can be considered a generalisation of connection pool and thread pool patterns. | |||
| Prototype | Specify the kinds of objects to create using a prototypical instance, and create new objects from the 'skeleton' of an existing object, thus boosting performance and keeping memory footprints to a minimum. | |||
| Resource acquisition is initialization | Ensure that resources are properly released by tying them to the lifespan of suitable objects. | |||
| Singleton | Ensure a class has only one instance, and provide a global point of access to it. |
Structural
A structural pattern organizes classes and objects to form larger structures that provide new functionality.| Name | Description | In Design Patterns | In Code Complete | Other |
| Adapter, Wrapper, or Translator | Convert the interface of a class into another interface clients expect. An adapter lets classes work together that could not otherwise because of incompatible interfaces. The enterprise integration pattern equivalent is the translator. | |||
| Bridge | Decouple an abstraction from its implementation allowing the two to vary independently. | |||
| Composite | Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly. | |||
| Decorator | Attach additional responsibilities to an object dynamically keeping the same interface. Decorators provide a flexible alternative to subclassing for extending functionality. | |||
| Delegation | Extend a class by composition instead of subclassing. The object handles a request by delegating to a second object | |||
| Extension object | Adding functionality to a hierarchy without changing the hierarchy. | |||
| Facade | Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use. | |||
| Flyweight | Use sharing to support large numbers of similar objects efficiently. | |||
| Front controller | The pattern relates to the design of Web applications. It provides a centralized entry point for handling requests. | |||
| Marker | Empty interface to associate metadata with a class. | |||
| Module | Group several related elements, such as classes, singletons, methods, globally used, into a single conceptual entity. | |||
| Proxy | Provide a surrogate or placeholder for another object to control access to it. | |||
| Twin | Twin allows modeling of multiple inheritance in programming languages that do not support this feature. |
Behavioral
A behavioral pattern describes collaboration between objects.| Name | Description | In Design Patterns | In Code Complete | Other |
| Blackboard | Artificial intelligence pattern for combining disparate sources of data | |||
| Chain of responsibility | Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it. | |||
| Command | Encapsulate a request as an object, thereby allowing for the parameterization of clients with different requests, and the queuing or logging of requests. It also allows for the support of undoable operations. | |||
| Fluent interface | Design an API to be method chained so that it reads like a DSL. Each method call returns a context through which the next logical method call are made available. | |||
| Interpreter | Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language. | |||
| 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. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it allows their interaction to vary independently. | |||
| Memento | Without violating encapsulation, capture and externalize an object's internal state allowing the object to be restored to this state later. | |||
| Null object | Avoid null references by providing a default object. | |||
| Observer or Publish/subscribe | Define a one-to-many dependency between objects where a state change in one object results in all its dependents being notified and updated automatically. | |||
| Servant | Define common functionality for a group of classes. The servant pattern is also frequently called helper class or utility class implementation for a given set of classes. The helper classes generally have no objects hence they have all static methods that act upon different kinds of class objects. | |||
| Specification | Recombinable business logic in a Boolean fashion. | |||
| State | Allow an object to alter its behavior when its internal state changes. The object will appear to change its class. | |||
| Strategy | Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it. | |||
| Template method | Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure. | |||
| Visitor | Represent an operation to be performed on instances of a set of classes. Visitor lets a new operation be defined without changing the classes of the elements on which it operates. |