What Are Design Patterns?
What Are Design Patterns?
Section titled “What Are Design Patterns?”Design patterns are reusable, battle-tested solutions to common problems in software design.
Think of them like blueprints — not finished code you copy-paste, but a template you adapt to your situation.
Real-World Analogy
Section titled “Real-World Analogy”A chef doesn’t invent a new recipe every time someone orders an omelette. They follow a proven pattern — crack eggs, whisk, cook — and tweak it for the customer’s taste.
Design patterns work the same way: proven solutions you customize for your app.
The Gang of Four (GoF)
Section titled “The Gang of Four (GoF)”In 1994, four authors (Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides) published Design Patterns: Elements of Reusable Object-Oriented Software. They cataloged 23 patterns divided into 3 categories.
The 3 Categories
Section titled “The 3 Categories”flowchart TB GoF[Gang of Four<br/>23 Patterns] --> Creational[🏗️ Creational<br/>How objects are created] GoF --> Structural[🔧 Structural<br/>How objects are composed] GoF --> Behavioral[🔄 Behavioral<br/>How objects communicate]
Creational --> S1[Singleton] Creational --> F1[Factory Method] Creational --> AF[Abstract Factory] Creational --> B1[Builder] Creational --> P1[Prototype]
Structural --> Ad[Adapter] Structural --> Dec[Decorator] Structural --> Fac[Facade] Structural --> Pr[Proxy] Structural --> Com[Composite] Structural --> Br[Bridge] Structural --> Fly[Flyweight]
Behavioral --> Ob[Observer] Behavioral --> St[Strategy] Behavioral --> Cmd[Command] Behavioral --> It[Iterator] Behavioral --> Sta[State] Behavioral --> TM[Template Method] Behavioral --> CoR[Chain of Resp.] Behavioral --> Med[Mediator] Behavioral --> Mem[Memento] Behavioral --> Vis[Visitor]
style GoF fill:#7c3aed,color:#fff style Creational fill:#06b6d4,color:#fff style Structural fill:#f59e0b,color:#fff style Behavioral fill:#ef4444,color:#fff🏗️ Creational Patterns (5)
Section titled “🏗️ Creational Patterns (5)”How objects are created.
Instead of new everywhere, creational patterns give you flexible object creation.
| Pattern | What It Does |
|---|---|
| Singleton | One shared instance for the whole app |
| Factory Method | Let subclasses decide which class to instantiate |
| Abstract Factory | Families of related objects without specifying concrete classes |
| Builder | Construct complex objects step by step |
| Prototype | Clone existing objects instead of creating new ones |
🔧 Structural Patterns (7)
Section titled “🔧 Structural Patterns (7)”How objects are composed.
Structural patterns assemble objects into larger structures while keeping them flexible.
| Pattern | What It Does |
|---|---|
| Adapter | Make incompatible interfaces work together |
| Decorator | Add behavior to an object without changing its class |
| Facade | Provide a simple interface to a complex subsystem |
| Proxy | Control access to another object |
| Composite | Treat individual and group objects the same way |
| Bridge | Separate abstraction from implementation |
| Flyweight | Share data across many objects to save memory |
🔄 Behavioral Patterns (11)
Section titled “🔄 Behavioral Patterns (11)”How objects communicate.
Behavioral patterns manage algorithms, responsibilities, and communication between objects.
| Pattern | What It Does |
|---|---|
| Observer | Notify multiple objects when something changes |
| Strategy | Swap algorithms at runtime |
| Command | Wrap a request as an object |
| Iterator | Traverse a collection without exposing internals |
| State | Change behavior when internal state changes |
| Template Method | Define skeleton, let subclasses fill details |
| Chain of Responsibility | Pass a request along a chain of handlers |
| Mediator | Centralize complex communication |
| Memento | Save and restore object state |
| Visitor | Add new operations without changing classes |
Why Use Design Patterns?
Section titled “Why Use Design Patterns?”| Reason | Explanation |
|---|---|
| 🧠 Proven | Tested by thousands of developers over decades |
| 🗣️ Shared vocabulary | ”Let’s use an Observer here” — everyone understands |
| 🔧 Maintainable | Loosely coupled, easy to change code |
| 🚫 Avoid reinvention | Don’t solve problems that have already been solved |
When NOT to Use
Section titled “When NOT to Use”- Over-engineering: Don’t add a Factory for a single class
- Simple problems: A simple function is better than a pattern
- Performance-critical: Some patterns add overhead (Proxy, Decorator)
In Simple Words
Section titled “In Simple Words”- Design patterns are proven blueprints for common coding problems
- There are 23 classic patterns from the Gang of Four
- They’re grouped into 3 categories: Creational, Structural, Behavioral
- They give you a shared vocabulary with other developers
- Use them when the problem fits — but don’t force them