Turing Tests
Turing Tests
Software design patterns serve as the backbone of robust and scalable software development.
Whether you’re a beginner or an experienced developer, understanding design patterns is
essential for crafting efficient, maintainable, and scalable software solutions.
In this guide, we’ll explore the fundamentals of design patterns, their evolution, criticisms,
classifications, and the practical aspects of applying them in software development.
1. Creation patterns
Creation design patterns are the oldest and most well-known. They include patterns like the
factory method, the observer pattern, and the singleton pattern. These patterns are often used to
solve fundamental design problems, such as how to create objects, how to communicate between
objects, and how to manage object lifetimes.
The factory method pattern is used to create objects of different types. It is a good choice when
you need to create objects of different types, but don’t want to create them directly.
Imagine you are developing a banking application and need to create different types of accounts,
such as savings accounts, checking accounts, and investment accounts. Instead of creating
separate code for each type of account, you can use the factory method pattern to create a factory
class that can create different types of account objects based on the type of account you need.
The observer pattern is used to notify objects of changes to other objects. It is a good choice
when you need to keep objects up-to-date with changes to other objects.
Consider a scenario where you are developing a stock trading platform and want to notify all
users whenever the price of a particular stock changes. You can use the observer pattern to create
a subject class that represents the stock data and observer classes that represent the users. When
the stock price changes, the subject class can notify all observers, and the observer classes can
update their displays accordingly.
The singleton pattern is used to ensure that there is only one instance of a class. It is a good
choice when you need to ensure that there is only one instance of a class, and that all access to
the class goes through a single instance.
Imagine you are building a financial reporting application and want to ensure that there is only
one instance of the financial reporting data running at any given time. You can use the singleton
pattern to create a singleton class that represents the financial reporting data. This ensures that
only one instance of the financial reporting data can exist, and all access to the financial
reporting data goes through a single instance.
2. Structural patterns
Structural design patterns are used to create larger, more complex systems. They include patterns
like the composite pattern, the decorator pattern, and the facade pattern. These patterns are often
used to organize code, to make it more modular and reusable, and to hide internal complexity.
The composite pattern is used to group objects into a tree structure. It is a good choice when you
need to group objects into a tree structure, and you want to be able to treat the group as a single
object.
Consider a company’s financial organization, which is a hierarchical structure of departments
and divisions. You can use the composite pattern to represent the financial organization in your
code. Each department and division can be represented as a composite object, and the composite
objects can be nested to represent the hierarchical structure of the financial organization.
The decorator pattern is used to add additional functionality to an object without changing the
object’s class. It is a good choice when you need to add additional functionality to an object, but
don’t want to change the object’s class.
Imagine you are designing a loan application form and want to add a validation rule that ensures
the applicant’s age is at least 18 years old. You can use the decorator pattern to create a decorator
class that adds the age validation rule to the loan application form class. This allows you to add
the age validation rule to the loan application form without modifying the loan application form
class itself.
The facade pattern is used to hide the internal complexity of a system. It is a good choice when
you need to hide the internal complexity of a system, and you want to provide a simple interface
for users to interact with the system.
Consider a complex financial system with multiple components that interact with each other,
such as account management, transaction processing, and reporting. You can use the facade
pattern to create a facade class that provides a simplified interface for users to interact with the
system. This hides the internal complexity of the system and makes it easier for users to
understand and use the system.
3. Behavioural patterns
Behavioural design patterns are used to define interactions between objects. They include
patterns like the strategy pattern, the template method pattern, and the state pattern. These
patterns are often used to encapsulate logic, to make code more flexible, and to make it easier to
change behavior without changing code.
The strategy pattern is used to define a family of algorithms, and to encapsulate each algorithm
in a separate object. It is a good choice when you need to define a family of algorithms, and you
want to be able to select the algorithm to use at runtime.
Imagine you are developing a financial analysis tool and want to allow users to choose different
analysis methods. You can use the strategy pattern to create a strategy class for each analysis
method. When the user chooses an analysis method, you can select the corresponding strategy
class and use it to perform the analysis.
The template method pattern is used to define a skeleton of an algorithm, and to allow subclasses
to provide specific steps of the algorithm. It is a good choice when you need to define a skeleton
of an algorithm, but you want to allow subclasses to vary the specific steps of the algorithm.
Consider a process that involves multiple steps, such as processing a credit card payment. You
can use the template method pattern to define the overall flow of the process in a template class
and allow subclasses to provide specific implementations for each step. This ensures that all
subclasses follow the same overall flow, but they can customize the specific steps to their needs.
The state pattern is used to allow an object to change its behavior when its state changes. It is a
good choice when you need to allow an object to change its behavior when its state changes, and
you want to do so in a way that is easy to maintain.
Imagine you are designing an automated teller machine (ATM) that allows users to perform
different transactions, such as withdrawing money, depositing money, and checking their
balance. You can use the state pattern to represent the different states of the ATM, such as idle,
waiting for card, processing transaction, and out of service.
Each state can be represented by a state class, and the ATM can transition between states based
on user input. This allows the ATM to behave differently depending on its current state.
By understanding and applying these design patterns, software developers can create more
maintainable, flexible, and scalable solutions while solving common design challenges in a
systematic and proven manner.