Design Pattern
Design Pattern
Design patterns can be used to fix problems in code by professionals with the
following job titles:
Software developer: Design patterns can help software developers create
successful software while avoiding common coding errors. They can also use
design patterns to help them write code documentation.
Programmer: A programmer can use design patterns to write error-free
programs and document the functions of their code.
Back-end web developer: Creates programs that allow a server to
communicate with a database. They can write these programs using design
patterns.
Software engineers are technology professionals who can write technical
software using design patterns.
Creational
Many programming languages, referred to as object-oriented programming
languages, contain elements known as classes and objects. An object is a type
of data with a set of attributes that you can create in a program. A class is a
template for creating an instance of an object.
For example, you could write a program that makes use of a car as an object.
The car's color and type are two distinguishing features. These attributes can
be included as data for the car object. Once the car's attributes have been
defined, you can use multiple classes to create different instances of the car
object with different attributes, such as a class with a red SUV and a class
with a blue truck.
Templates for creating classes and objects are created using creational design
patterns. Following are some examples of creational design patterns:
Factory method: You can use the factory method to securely create an object.
The Singleton pattern is used to create a single instance of a class.
Structural
A structural design pattern is a template for defining a class's structure and
components. These design patterns assist programmers in organizing multiple
classes and objects in their programs. Structural design patterns also help to
ensure a program's efficiency and flexibility.
The following are some examples of structural design patterns:
Decorator: The decorator design pattern can help you improve the
functionality of an object in a program while keeping the object's structure
intact.
When your program contains several objects with similar functionalities, you
can use the composite design pattern. This pattern organizes classes and
objects in programs using a tree structure.
Facade: The facade design pattern creates a user interface that makes it easier
to use the program.
Behavioral
A behavioral design pattern is a template that can assist different classes in a
program in communicating with one another in order to carry out the
program's actions. In other words, these patterns define how the objects in a
program behave.
State: The state design pattern alters the behavior of an object when its state
(meaning its properties, such as the color of the car in the preceding example)
changes.
When you want to simplify the design, you can use the mediator design
pattern.
When you want to simplify communication between objects and classes in a
program, you can use the mediator design pattern.
How to implement a design pattern: