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What Is A Design Pattern In Software Engineering?

What Is A Design Pattern In Software Engineering?

Software design patterns in software engineering provide an effective, generic way of solving design-related problems when developing apps or systems. A design pattern should not be seen as something you use directly; rather it acts more like an outline for how best to agile approach solving an issue.

Design patterns can help facilitate object oriented programming (OOP), an approach characterized by both objects (individuals of a class with unique attributes) and classes (user-defined types of data).


What Is The Structure Of A Design Pattern?

Documenting design patterns is highly organized. Each pattern is presented using a template which provides all of the relevant information required to fully grasp both its problem and solution, including relationships among classes and objects required for implementation of its solution.

There is no universally agreed upon way for the community to describe template descriptions; authors prefer different forms; some prefer less structured templates while others want their template detailed enough that an inference could be drawn between their designs and reality. In order to illustrate an example pattern we will utilize one described by authors in Design Patterns as its starting point.


Why Do We Need Design Patterns?

Why Do We Need Design Patterns?

As software developers, we often judge our code based on its attributes - speed, readability and memory footprint are some metrics we use as measures of quality code - yet often overlook how easily changes should be implemented into future updates of code; decisions you made today might become obsolete over time so your code must also be flexible to allow changes without incurring significant expense to alter; Design Patterns provide this flexibility; the core set consists of six rules.


They Are Proven Solutions

  • You can be sure that Design Patterns work because they are used by so many developers. Not only that, but you can be sure that they have been revised several times and optimizations implemented.

These Are Easily Reusable

  • Design Patterns are reusable solutions that can be modified to solve multiple problems. They are not tied to a particular problem.
  • Consider the Iterator Design Pattern. It is reusable across STL, despite variations in container and algorithm. Iterators act as glue between algorithm and container.

You Are Expressive

  • Design Patterns can explain a large solution quite elegantly. The Visitor pattern, for example, is used to perform a brand new operation on an array/group of classes. The standard library has adopted this pattern, which is a single function. std::visit algorithm. boost ::flyweight>; is the same.

It Eases Communication

  • If developers are familiarized with Design Patterns they can communicate more effectively about possible solutions to a problem.
  • You can solve problems more effectively if you agree on the Design Patterns with your colleagues. You should also follow these procedures when it comes to maintaining software. This will make the development process faster and more efficient.

These Tools Eliminate The Need For Refactoring Code

  • It is common that if an application was written with Design Patterns, you will not need to refactor code in the future because the Design Pattern applied to a problem is an optimal solution.
  • Any good software developer can easily update these solutions and they will not cause any issues.

The Codebase Is Smaller

  • They require less code because Design Patterns tend to be elegant and optimal solutions. It is not always the case, as some developers will write more code in order to better understand.

Design Patterns For Software Development

Design Patterns For Software Development

Classic design patterns have been identified among 26 discovered to date. Erich Gamma Richard Helm Ralph Johnson and John Vlissides created and released Design Patterns: Reusable Object Oriented Software as a bestseller book in 1994; its 23 design patterns became known collectively as the Gang of Four Design Patterns.

Design patterns fall into three broad categories, namely creational, structural and behavioral ones.


1. Create Your Own Patterns

Creational patterns provide guidance for creating objects quickly and efficiently in a particular situation, providing greater flexibility while reusing existing code. These creational patterns also assist with increasing efficiency through reuse.

  • Factory Methods: are methods used to generate objects with similar interfaces that share instantiation within subclasses of their parent class.
  • Abstract Factory: An object-building facility.
  • Build: A pattern which separates construction from representation.
  • Prototype: Enables copying objects without the need for classes.
  • Singleton: Limiting object creation within a class to only one instance at any one time.

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2. Structural Design Patterns

Structured design patterns focus on how objects and classes combine into larger structures.

  • Adapter: Method for adapting or altering an interface so it will function with another class.
  • Bridge: Method to isolate user interface design from its implementation.
  • Composite: Uses a tree structure to manage objects as one unit.
  • Decorator: Transformative tool which adds or overrides functionality dynamically.
  • Facade: An architectural overlay designed to simplify using large amounts of code.
  • Flyweight: Save memory usage by sharing data between objects that share similar properties.
  • Proxy: Proxy is an approach used to represent single objects by grouping them together into composite representations in order to reduce costs, complexity and access restrictions.

3. Behavioral Design Patterns

Behavior design patterns focus on communication among objects and the way their responsibilities are shared between objects.

  • Chain of Responsibility (CRO): CRO is an approach for delegating commands to wide range of processing objects in an organizational structure.
  • Command Requests: Are Encapsulated Within An Object An interpreter supports language usage within applications.
  • Iterator: Provides sequential (iterative) access to collection items.
  • Mediator: Effective communication among classes.Memento is the practice of saving and restoring an object's original interior state to preserve it for further use or sale.
  • Observer: Determines how objects should be informed about changes made to other objects.
  • State: How can one change an object's behavior when its stage changes.
  • Strategy: Envelop an algorithm within a class.
  • Visitor: Define an operation within an existing class without making changes to it.
  • Template Method: Define an operation's basic skeleton while permitting subclasses to customize specific steps of its performance.

Why Do We Need Design Patterns?

Why Do We Need Design Patterns?

Design patterns are a way to implement best practices in object-oriented software development. They make it easier to create, implement, test, and reuse. These patterns are best practices.


1. Proven Solution

The design patterns are a reliable, proven solution to common problems, so the software developer doesn't have to "reinvent" the wheel when the problem arises.


2. Reusable

The design patterns are not limited to solving a specific problem.


3. Other Ways To Express Yourself

Elegant solutions to design patterns include using them.


4. Refactoring Code Is Not Necessary

Refactoring is not necessary if the design pattern already provides the best solution to the problem.


5. Reduce The Size Of The Codebase

Each pattern allows software developers to change the way a system operates without having to redesign it. As the "optimal solution", the design pattern usually requires less code.


Design Patterns In Software Engineering: Benefits And Uses

Design Patterns In Software Engineering: Benefits And Uses

As discussed above in "Why use design patterns?", effective design patterns for software make communication between developers easier while improving code readability in early planning stages. When implemented properly, design patterns can speed software development while decreasing errors.

Design patterns for object oriented languages do not correspond with specific languages directly, though certain patterns might work better with them than others.

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Critique of Software Design Patterns

Critique of Software Design Patterns

Overuse of software design patterns has often been seen as an overreach from programmers when simpler solutions exist. While every pattern might have an easy implementation path, if an unsuitable solution is chosen it could lead to antipatterns (ineffective or counterproductive solutions).

Design patterns may also be employed as an easy solution to fill any holes or add missing features that exist within programming languages, resulting in programs with additional complexity than necessary. When selecting the ideal tech stack, be sure that the programming language you pick has all essential features without over-reliance on design patterns - or select one with built-in implementation of such patterns as an option.


7 Best Software Design Patterns

7 Best Software Design Patterns

Design Patterns for Reusable Object Oriented Software provides patterns; of these only seven stand out as being considered influential or significant. In this section we explore these best software design patterns along with their significance and how best to employ them.


1. Singleton Design Pattern

Singletons are creational patterns which restrict object creation to only a single instance of a class and give global access to global variables, making the Singleton an excellent solution for sitemaps with global scope. Singletons may also be implemented within other patterns like factory method prototype builder. Facades or state objects often utilize singletons.

Singletons can be an interesting design pattern to consider when developing applications that rely on only one instance of any class; but that does not give an excuse for locking that object up into global state or forcing its global stateful functionality into one application instance. Singletons may even be considered antipatterns due to restricting future flexibility by locking an object down completely.


2. Factory Method Design Pattern

The factory method is an object creation pattern that allows developers to rapidly generate objects with common interfaces but defer their instantiation until subclasses need them. It encourages loose coupling, code reuse and gives subclasses greater freedom when selecting objects - plus its capacity can easily expand to accommodate more classes!

Design patterns should only be employed in complex scenarios and developers risk further complicating processes by employing one.


3. Facade Design Pattern

Facade pattern is a structural design pattern which provides one interface class which gives access to large bodies of code or objects, whilst hiding their complexity from view. A facade typically hides subsystem complexity within classes themselves.

Facade can do this by offering an intuitive user interface for customers of eCommerce sites, like those shopping from within Facebook, rather than having to interact with each individual system that supports a sale such as software product inventories, authentication protocols and payment processing. Here Facade unifies all "order" activities into one single portal so the customer is unaware of behind-the-scenes activity taking place behind her back; making use of Facade an essential way of supporting loosely coupled microservices.


4. Strategy Design Pattern

The Strategy Pattern (sometimes known as Policy Pattern) is an "ethical" design pattern for software that is also known as Policy Pattern, or Capstone Pattern. The strategy pattern encases interchangeable algorithms into an interchangeable family that are then selected depending on runtime as needed - for instance an eCommerce store could use such algorithms to sort products by size, color and price; its strategy relies on customer actions rather than preconceived intentions of developers.

Strategy design patterns can be powerful tools in personalization marketing. By responding to clients' locations, inputs or actions to deliver personalized experiences for every user.


5. Observer Pattern

Observers (subject and observer), are linked in an "observer pattern." Each subject receives notification when any of their observers change, making this an ideal tool for event-driven programming, like sending email alerts when comments are made on Facebook, or an order has shipped.


6. Build Pattern

The builder pattern is a creative design pattern, meaning it decouples object construction from representation. This approach gives more control to your design process while still permitting multiple representations from one code base (The ConcreteBuilder Step).

The builder pattern utilizes only necessary steps during each iteration and executes them systematically.


7. Design Pattern for Adapter

The adapter pattern serves as an intermediary, changing an existing interface into another type. It enables classes with differing specifications to work together without breaking apart completely; and can help transform mixed interfaces into an API with consistent behavior.


Popular Software Architecture Patterns

Popular Software Architecture Patterns

Important to bear in mind is the use of architectural patterns as tools in designing software overall, although this falls outside the scope of this guide. What exactly constitutes an architectural design pattern or an architectural pattern? All three have similar dependencies but varying levels of binding or dependencies between themselves and can serve to design software effectively.


1. MVC Design Pattern

MVC stands for "model-view-controller," and represents one of the earliest architectural patterns comprising three parts.

  • Model of Backend Logic and Data Access System
  • View is the component of an interface which displays data. This view utilizes an observer pattern for updating with model changes and then displaying updated models when necessary.
  • Here, input will first arrive for processing by the model before being passed back out to view for display.

MVC's separation of concerns (SoC) makes scaling and updating applications much simpler; by splitting front-end from back-end code into distinct parts, MVC makes updating easier without interruption or interference, while simultaneously permitting multiple developers to work on separate sections simultaneously. MVC also permits multiple developers working concurrently on an app's different sections - although exposing a model for viewing could create performance and security risks.

MVC (Model View Controller) is an inherently flexible framework used in creating web apps, libraries, user interfaces and more.


2. MVP Design Pattern

Model-view-presenter (MVP) is an MVC variant in which instead of using controllers to model presentation layers, MVP focuses more on modeling its presentation layer itself.

  • Model of Backend Logic and Data Storage
  • View: Enter text here, and the action requested is shown here.
  • Presenter: Engaging directly in listening sessions between viewers and models; processing requests received through models; passing information back from model back into view -- then returning control back.

MVP allows for looser coupling between views and models, and makes views reusable while supporting unit testing.

MVP (Minimum Viable Product) has quickly become the go-to solution for mobile apps, websites, and web apps (particularly Android-powered).


3. MVVM Design Pattern

MVVM design pattern provides two-way data binding between view and view model, replacing MVP presenter design pattern by creating more clear separation of user interface from application logic.

  • Backend Model with Data Entities and Management Features (Model-Backend Logical/Data Entity Layer).
  • View: To initiate input for action to take place. Also displays any action requested here.
  • View-Model is independent from its environment; its sole goal is to maintain and adapt to changes to views as they occur.

MVVM allows view-specific subsets to be created, with state and logic associated solely with that view. This reduces the amount of logic necessary in code for running models; improving performance as well as permitting increased customisation and personalization.

MVVM can also be utilized to bind bi-directional data in mobile apps.


Why Should You Learn Design Patterns?

Why Should You Learn Design Patterns?

Design patterns are proven solutions for common software design issues created by object-oriented experts and should be an indispensable resource for every software developer.

  • Design patterns make life simpler by providing us with design templates which make object-oriented systems more flexible, resilient to changes and manageable for us to maintain.
  • Design patterns can help us become better object-oriented programmers by offering guidelines to solve common design problems.
  • Design Patterns provide software developers a means of communication and cooperation among one another and work efficiently together on software applications. A pattern's name allows designers to convey its philosophy behind an app's creation and its overall structure.

How To Study And Use Design Patterns

How To Study And Use Design Patterns

Below is the three-step approach for learning object-oriented programming.

  • Acceptance: Come to terms with the idea that design patterns offer solutions to common design challenges for object-oriented software development projects, rather than reinventing wheels ourselves during development.
  • Recognize: That best practices should be observed when developing object-oriented applications. Learn about design patterns used to solve specific problems before identifying similar issues within your work and looking into efficient use of design patterns.
  • Internalization: Once we've selected an ideal design pattern for our software application, we can implement it into it to maximize reusability and manageability.

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The Conclusion Of The Article Is:

Software design patterns have both advantages and disadvantages in software engineering. It is important to have an experienced development team to know when to use and when not to use software patterns, and how to best implement each pattern.

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