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Introduction to Design Patterns

Ashish

Ashish Pratap Singh

“Design patterns are the best practices you didn’t know you needed until you hit the same design problem for the third time.”

Design patterns are reusable solutions to commonly occurring problems in software design. They provide a shared vocabulary, promote best practices, and help you build flexible, extensible, and maintainable systems.

Think of them as a template or blueprint that you can adapt to your specific use case.

Why Should You Use Design Patterns?

🔁 Reusability

“Don’t just solve the problem. Solve it well, and solve it once.”

Design patterns are like reusable mental models. Instead of solving a problem from scratch every time, you apply a pattern that has already been validated by decades of software engineering practice.

For example:

  • Instead of figuring out how to restrict a class to a single instance, just use the Singleton Pattern.
  • Need a pluggable behavior at runtime? Reach for the Strategy Pattern.

This kind of reuse isn’t about copying code, it’s about reusing ideas and structures that work.

🔧 Maintainability

“Clean design today prevents chaos tomorrow.”

When your system is built using well-structured patterns:

  • Each component has a clearly defined role.
  • Logic is modular, isolated, and easier to understand.
  • Making changes or fixing bugs becomes straightforward.

Patterns like Factory Method, Decorator, and Observer make your system easier to modify without rewriting everything.

If your business logic changes, you only need to tweak the specific implementation, not the whole design.

📖 Readability

“Good code is read more often than it is written.”

Design patterns give your code a shared vocabulary. When you name a class AbstractFactory or Strategy, experienced developers immediately understand the role that class plays.

The result? Instant clarity. New team members, code reviewers, or interviewers can understand your design faster and with fewer explanations.

⚙️ Flexibility

“Design for change. Because change will come.”

Patterns are often built around abstraction, decoupling, and composition over inheritance. This makes your system more adaptable to future changes.

  • Want to add a new type of payment method? The Strategy Pattern lets you do it without touching existing payment logic.
  • Need to introduce caching or logging to an existing service? The Decorator Pattern lets you do it without modifying the core class.
  • Want to handle user actions as undoable commands? Use the Command Pattern for full control.

In other words, patterns empower your code to respond to new requirements with minimal disruption.

Categories of Design Patterns

The classic “Gang of Four” (GoF) book categorized design patterns into three groups:

1. Creational Patterns – How objects are created

They abstract the instantiation process and help make your system independent of how its objects are created.

  • Singleton – Ensure a class has only one instance.
  • Factory Method – Delegate object creation to subclasses.
  • Abstract Factory – Create families of related objects.
  • Builder – Construct complex objects step-by-step.
  • Prototype – Clone existing objects instead of creating new ones.

2. Structural Patterns – How objects are composed

They help organize different classes and objects to form larger structures.

  • Adapter – Makes one interface compatible with another.
  • Decorator – Adds new responsibilities to an object at runtime.
  • Facade – Provides a simplified interface to a complex system.
  • Composite – Treats individual and grouped objects uniformly.
  • Proxy – Acts as a placeholder or access control for another object.

3. Behavioral Patterns – How objects interact

They define how communication happens between objects.

  • Strategy – Enables selecting an algorithm at runtime.
  • Observer – Notifies dependent objects of state changes.
  • Command – Encapsulates a request as an object.
  • State – Allows an object to change behavior based on internal state.
  • Template Method – Defines the skeleton of an algorithm in a base class.