Introduction to Design Pattern - BunksAllowed

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Introduction to Design Pattern

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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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