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Design Pattern

Design patterns are solutions to common programming problems that software developers and programmers can use as templates to write high-quality code. They are not code themselves but rather reusable templates that can be applied across different programming languages to address recurring design problems. There are several types of design patterns including creational patterns that create objects, structural patterns that organize relationships between entities, and behavioral patterns that define communication between objects. To implement a design pattern, one identifies their programming needs, selects an appropriate pattern, and uses that pattern to write the code.

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0% found this document useful (0 votes)
28 views

Design Pattern

Design patterns are solutions to common programming problems that software developers and programmers can use as templates to write high-quality code. They are not code themselves but rather reusable templates that can be applied across different programming languages to address recurring design problems. There are several types of design patterns including creational patterns that create objects, structural patterns that organize relationships between entities, and behavioral patterns that define communication between objects. To implement a design pattern, one identifies their programming needs, selects an appropriate pattern, and uses that pattern to write the code.

Uploaded by

Asmaa
Copyright
© © All Rights Reserved
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Download as DOCX, PDF, TXT or read online on Scribd
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Definition of design pattern:

In software design, design patterns are solutions to common software issues.


Design patterns, on the other hand, are not code. Professionals who create
software and programs, on the other hand, can use these patterns as a
template to write high-quality code. Because a design pattern is not code, it
can be used to write programs in a variety of programming languages,
including Java, C++, and Python. Here are some elements that design patterns
have in common:
Design patterns can be reused. Programmers can apply a single design
pattern to multiple projects.
A design pattern is an answer to a common programming problem. All design
patterns provide solutions to programming problems.

Who uses design patterns?

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.

What are the advantages of employing design patterns?


Design patterns assist programmers in addressing common problems in their
programs. Here are some of the most significant advantages of incorporating
design patterns into your programs:
Conforms to industry standards: In the technology industry, using design
patterns when planning and writing programs is considered good practice.
Improves program design quality: Using design patterns when writing code
can help improve program design quality by improving ease of maintenance,
resilience, and reusability.
Increases productivity: When professionals use a proven-to-work template to
design their programs, they can develop programs faster, increasing
productivity.
Design patterns can provide programmers and software developers with a
vocabulary for describing ways to structure code, allowing for improved
communication in software development and programming.

The type of design pattern:


Design pattern types:
There are several types of design patterns that can be used to write programs.
Each design pattern type has several subtypes. The three most common design
pattern types are as follows:

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.

Behavioral design patterns can also assist programmers in the creation of


efficient algorithms or sequential steps in a program that perform a function.
A math problem is a real-world example of an algorithm because it often
requires a specific set of steps to complete. Programs work in a similar way.

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:

1. Identify your needs

2. Choose a design pattern based on your needs


3. Use the design pattern to write the program

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