A design pattern in software engineering refers to a widely
applicable solution for a frequently encountered problem in program
design. A design pattern does not refer to a finalized design that can
be simply translated into code. A problem-solving framework is a
versatile blueprint or model that can be applied to many scenarios for
resolving issues.
Applications of Design Patterns
Design patterns help accelerate the development process by
offering tried and tested development paradigms. Efficient software
design necessitates the contemplation of potential concerns that may
not manifest themselves until the later stages of execution. Utilizing
design patterns aids in mitigating nuanced complications that can lead
to significant issues and enhances the comprehensibility of code for
developers and architects well-versed in these patterns.
Frequently, individuals possess little comprehension of how
to implement specific software design methodologies to specific issues.
Applying these strategies to a wider variety of issues is challenging.
Design patterns offer universal answers, presented in a way that does
not necessitate specific details related to a particular situation.
Furthermore, patterns enable developers to effectively
communicate through the use of well recognized and comprehensible
labels for software interactions. Iterative refinement of common design
patterns enhances their robustness compared to improvised designs.
Patterns that are used to create objects and structures in software
development.
These design patterns primarily focus on the process of
creating instances of classes. This pattern can be further categorized
into class-creation patterns and object-creational patterns.
Class-creation patterns utilize inheritance efficiently during the
instantiation process, whereas object-creation patterns employ
delegation successfully to accomplish the task.
Patterns that are used to create and structure the
behavior of software systems.
These design patterns primarily focus on the communication
between items in a class.The necessity for patterns arises from the
utilization of computer languages or approaches that lack enough
abstraction capabilities. In an ideal scenario, a concept should not be
replicated, but rather cited. However, when anything is referred to
rather than replicated, there is no identifiable "template" to classify
and document. Paul Graham discusses the concept of "Revenge of the
Nerds" in his essay.
Peter Norvig presents a comparable rationale. He illustrates
that 16 out of the 23 patterns in the Design Patterns book, which
mostly focuses on C++, are simplified or removed through direct
language support in Lisp or Dylan.
The examination of design patterns has been overly
improvised, and several individuals have contended that the notion
urgently need a more structured foundation. During OOPSLA 1999, the
Gang of Four willingly participated in a trial where they were accused
of various offenses against computer science. They were found guilty by
a majority of two-thirds of the jurors who were present at the trial.
Design patterns aim to formalize and establish widely
acknowledged best practices. While this may seem advantageous in
theory, it frequently leads to the superfluous replication of code in
actual implementation. Using a well-factored implementation is
typically more efficient than relying on a design pattern that is only
adequate.
There is no substantial difference between this abstraction
and other abstractions.
Certain authors argue that design patterns do not exhibit substantial
differences from other types of abstraction, and that the adoption of
novel vocabulary (derived from the architecture community) to explain
existing phenomena in the programming domain is superfluous. The
Model-View-Controller paradigm is considered an early instance of a
"pattern" that existed before the concept of "design patterns" emerged
by several years. Some say that the main contribution of the Design
Patterns community, including the Gang of Four book, was
the utilization of Alexander's pattern language as a method of
documenting. This approach is frequently disregarded in the literature.
As an early-stage developer, you should be very careful
in choosing a pattern. Choosing an improper pattern may affect the
performance of the application badly.
Design patterns improve the reusability of code that leads to
more robust and highly maintainable code.
Design patterns are mainly classified as creational,
structural, and behavioral patterns and the patterns are further
classified as shown below.


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