Patterns
This section describes various design patterns and provides examples and use cases for each pattern.
Observer Pattern
The Observer pattern defines a one-to-many dependency between objects, where multiple observers are notified when the subject’s state changes.
- Use Cases:
Event-driven systems where multiple components need to react to state changes.
GUI frameworks for handling user interface events and updates.
Singleton Pattern
The Singleton pattern ensures that a class has only one instance and provides a global point of access to that instance.
- Use Cases:
Managing global configuration settings.
Database connection pool.
Logging systems.
Factory Pattern
The Factory pattern provides an interface for creating objects, but allows subclasses to decide which class to instantiate.
- Use Cases:
Object creation when the exact class is not known beforehand.
Creating objects based on user input or configuration.
Composite Pattern
The Composite pattern composes objects into tree structures to represent part-whole hierarchies. It allows clients to treat individual objects and compositions uniformly.
- Use Cases:
Representing hierarchical structures such as file systems, directories, and menus.
Graphics frameworks for building complex graphical elements.
Strategy Pattern
The Strategy pattern defines a family of interchangeable algorithms and encapsulates each algorithm to make them interchangeable. It allows the algorithm to vary independently from clients using it.
- Use Cases:
Sorting algorithms where the choice of algorithm can vary.
Payment processing systems with different payment strategies (credit card, PayPal, etc.).
Prototype Pattern
The Prototype pattern creates objects by cloning an existing object rather than creating new instances. It provides a way to create objects based on existing instances.
- Use Cases:
Creating objects that are expensive to create or initialize.
Building a cache of pre-configured objects.
Facade Pattern
The Facade pattern provides a simplified interface to a complex system of classes, providing a higher-level interface that makes it easier to use the system.
- Use Cases:
Hiding complex subsystems behind a simple interface for client code.
Libraries and frameworks that wrap complex functionality.
Visitor Pattern
The Visitor pattern allows adding new operations to an object structure without modifying the objects themselves. It separates the algorithms from the objects on which they operate.
- Use Cases:
Object structures with a fixed set of classes but varying operations.
Compilers, interpreters, and abstract syntax trees.
State Pattern
The State pattern allows an object to alter its behavior when its internal state changes. It encapsulates state-specific behavior into separate classes and makes the object’s behavior appear as if it changes at runtime.
- Use Cases:
Stateful workflows and state machines.
Game development for handling different game states (start, play, pause, etc.).
Adapter Pattern
The Adapter pattern allows objects with incompatible interfaces to work together by wrapping the incompatible object with a compatible interface.
- Use Cases:
Integrating existing systems with new systems.
Reusing existing classes that don’t have the desired interface.
Responsibility Pattern
The Responsibility pattern decouples senders and receivers by giving multiple objects a chance to handle a request. It avoids coupling the sender of a request to its receiver, giving multiple objects the opportunity to handle the request.
- Use Cases:
Handling user input in a chain of command.
Event-driven systems with multiple event handlers.