Day 12: Study Common Design Patterns (e.g., Singleton, Factory)
Overview of Design Patterns
Design patterns are well-established solutions to common software design problems. They provide a standard terminology and are best practices that help developers structure their code in a more efficient and reusable way. Design patterns are typically categorized into three main types:
Creational Patterns: Deal with object creation mechanisms.
Structural Patterns: Focus on class and object composition.
Behavioral Patterns: Concerned with communication between objects.
1. Creational Design Patterns
1.1 Singleton Pattern
Purpose: Ensures that a class has only one instance and provides a global point of access to it.
Use Cases: When you need to control access to shared resources such as logging, configuration settings, or database connections.
Implementation:
The class itself is responsible for managing its unique instance.
The constructor is made private to prevent the creation of new instances.
A static method (
getInstance()) provides access to the single instance.
public class Singleton { private static Singleton instance; private Singleton() { } public static Singleton getInstance() { if (instance == null) { instance = new Singleton(); } return instance; } }Advantages:
Controlled access to the sole instance.
Reduces memory footprint since only one instance is created.
Disadvantages:
Singleton can be overused, leading to tightly coupled code.
Difficult to unit test due to global state.
1.2 Factory Method Pattern
Purpose: Defines an interface for creating objects but allows subclasses to alter the type of objects that will be created.
Use Cases: When a class can't anticipate the type of objects it needs to create beforehand or when the creation process involves complex logic.
Implementation:
Create an interface or abstract class that defines a method for creating objects.
Subclasses implement the factory method to create specific objects.
Advantages:
Promotes loose coupling between the client code and the object creation process.
Allows easy extension of new product types without modifying existing code.
Disadvantages:
Adds complexity to the code by introducing additional classes.
1.3 Abstract Factory Pattern
Purpose: Provides an interface to create families of related or dependent objects without specifying their concrete classes.
Use Cases: When a system needs to be independent of how its objects are created, or when you want to enforce that objects within a group are related or compatible.
Implementation:
Create abstract factory interfaces that define creation methods for different types of products.
Concrete factories implement these interfaces to produce different types of products.
Advantages:
Encourages consistency among products.
Provides flexibility in product creation, allowing the system to be easily switched between different product families.
Disadvantages:
Can become complex with the addition of many product families.
2. Structural Design Patterns
2.1 Adapter Pattern
Purpose: Converts the interface of a class into another interface that the client expects. The adapter allows incompatible classes to work together.
Use Cases: When you want to integrate a new class or external library into an existing system without modifying the existing code.
Implementation:
Create an adapter class that implements the target interface and wraps the adaptee.
Advantages:
Enables integration of legacy code with new systems.
Promotes code reuse by allowing incompatible classes to work together.
Disadvantages:
Can add unnecessary complexity if overused.
2.2 Decorator Pattern
Purpose: Allows behavior to be added to an object dynamically by wrapping it with additional "decorator" classes.
Use Cases: When you need to extend the functionality of objects at runtime without modifying their class.
Implementation:
Create a base component interface.
Implement concrete decorators that add new functionality.
Advantages:
Promotes code flexibility and extendability.
Avoids inheritance explosion by combining behaviors dynamically.
Disadvantages:
Can lead to complex code with many small classes.
3. Behavioral Design Patterns
3.1 Observer Pattern
Purpose: Defines a one-to-many relationship where one object (the subject) notifies multiple dependent objects (observers) of state changes.
Use Cases: Used in event-driven systems or when multiple objects need to be updated in response to a change in one object.
Implementation:
Define a
Subjectclass with methods to add, remove, and notify observers.Observers implement an interface and get updated when the subject’s state changes.
Advantages:
Promotes loose coupling between the subject and observers.
Supports event-driven programming.
Disadvantages:
Can become difficult to manage when dealing with many observers.
3.2 Strategy Pattern
Purpose: Allows the definition of a family of algorithms, encapsulates each one, and makes them interchangeable. The client can switch between strategies dynamically.
Use Cases: When you want to define a set of related algorithms and allow clients to choose which one to use at runtime.
Implementation:
Create a strategy interface and implement multiple concrete strategies.
Advantages:
Promotes code reusability by encapsulating algorithms.
Makes algorithms interchangeable without modifying the client.
Disadvantages:
Clients must be aware of the different strategies available.
4. Best Practices for Design Patterns
Understand the problem domain: Apply design patterns
when they solve specific problems rather than using them unnecessarily.
Favor composition over inheritance: Most design patterns promote composition, making systems more flexible and extensible.
Refactor for patterns: Don't try to design your system with patterns from the beginning. Identify patterns as you refactor for better maintainability.
By mastering these design patterns, you'll be able to demonstrate your architectural knowledge and problem-solving skills in system design interviews. These patterns are foundational and frequently used in real-world software development.
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