In this guide, we will explore some of the advanced design patterns that are essential for developing robust and scalable applications. These patterns help in managing complexity, promoting code reuse, and improving the overall design of the system.

Creational Patterns

Creational patterns focus on object creation mechanisms, providing ways to create objects in a manner suitable to the application.

  • Abstract Factory: Defines an interface for creating families of related or dependent objects without specifying their concrete classes.
  • Builder: Separates the construction of a complex object from its representation, allowing the same construction process to create different representations.
  • Factory Method: Defines an interface for creating an object, but lets subclasses alter the type of objects that will be created.
  • Prototype: Creates new objects by copying an existing object, known as the prototype.

Structural Patterns

Structural patterns deal with the composition of classes and objects to form larger structures.

  • Adapter: Allows objects with incompatible interfaces to collaborate.
  • Bridge: Decouples an abstraction from its implementation so that the two can vary independently.
  • Composite: Composes objects into tree structures to represent part-whole hierarchies.
  • Decorator: Adds new functionality to an existing object without modifying its structure.
  • Facade: Provides a unified interface to a set of interfaces in a subsystem.

Behavioral Patterns

Behavioral patterns are concerned with communication between objects.

  • Chain of Responsibility: Allows a request to pass through a chain of objects until one of them handles it.
  • Command: Encapsulates a request as an object, thereby allowing users to parameterize clients with different requests, queue or log requests, and support undoable operations.
  • Iterator: Provides a way to access the elements of an object sequentially without exposing its underlying representation.
  • Mediator: Defines an object that encapsulates how a set of objects interact. The mediator promotes loose coupling by keeping objects from referring to each other directly.
  • Observer: Defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
  • State: Allows an object to alter its behavior when its internal state changes. The object will appear to change its class.
  • Strategy: Defines a family of algorithms, encapsulates each one, and makes them interchangeable.
  • Template Method: Defines the program skeleton of an algorithm in a method, deferring some steps to subclasses. Template method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.

Design Patterns Resources

For more information on design patterns, you can visit our Design Patterns section.


Design Patterns