This repository contains comprehensive documentation for all major Design Patterns used in software engineering. Design Patterns are reusable solutions to commonly occurring problems in software design and development. They represent best practices evolved over time by experienced developers and provide a shared vocabulary for discussing design solutions.
According to Wikipedia, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. Each pattern is like a blueprint that you can customize to solve a particular design problem in your code.
Design Patterns provide:
- Template solutions for common design challenges
- Shared vocabulary for developers to communicate design concepts
- Best practices distilled from years of software development experience
- Flexible frameworks that can be adapted to specific contexts
- Documentation of tried-and-tested design approaches
In short: They are used so that developers do not need to reinvent the wheel.
Detailed answer: While programming, you might come across some code design problems which occur frequently. Some of these problems already have a well-defined solution which is generally more flexible, modular & abstract.
- Design patterns make your lives easy as a programmer as these make possible you to get benefit from the experience and knowledge of your predecessors those have worked on the same type of project. Thus make it easy for further development of the applications.
- Appropriate design patterns used in development of applications make development fast and easily documented.
- The benefit of design patterns lies in reusability and extensibility of the already developed applications.
- Design patterns make your lives easy as a programmer as these make possible you to get benefit from the experience.
- Design patterns are more sophisticated and advance approaches than basic data structures such as arrays, linked lists, and binary trees.
- All design patterns use self-descriptive naming conventions and a design pattern based name of program objects captures a basic idea about the working and use of that particular object.
- There is a learning curve required.
- The overall software development process has to be modified to take design patterns into account. So, integrating patterns into a software development process is a human-intensive activity.
- Not guaranteed to solve all the problems.
Important Notes:
- Note that patterns do not magically improve the quality of your code.
- Excessive use leads to over-engineering.
Best Practice Philosophy:
As quoted from a StackOverflow answer on "When to use and when not to use design patterns":
"Always follow KISS first, patterns later, maybe much later. A pattern is a state of mind, mostly. Don't ever try to force your code into a specific pattern, rather notice which patterns start to crystallize out of your code and help them along a bit. Deciding 'ok, I'm going to write a program that does X using pattern Y' is a recipe for disaster. It might work for hello-world class programs fit for demonstrating the code constructs for patterns, but not much more."
This guide covers all three fundamental categories of design patterns:
Focus: Object creation mechanisms and instantiation control
Patterns covered:
- Singleton - Ensure only one instance exists globally
- Factory Method - Create objects without specifying exact classes
- Abstract Factory - Create families of related objects
- Builder - Construct complex objects step by step
- Prototype - Create objects by cloning existing instances
- Object Pool - Reuse expensive objects for performance optimization
Use when: You need to control how objects are created, manage expensive object creation, or decouple object creation from usage.
Focus: Object composition and relationships between objects
Patterns covered:
- Adapter - Make incompatible interfaces work together
- Composite - Compose objects into tree structures for part-whole hierarchies
- Decorator - Add new functionality to objects dynamically
- Facade - Provide simplified interface to complex subsystems
- Flyweight - Reduce memory usage by sharing common state
- Proxy - Provide placeholder or surrogate for controlling object access
- Private Class Data - Restrict access to internal object state
Use when: You need to compose objects into larger structures, adapt interfaces, or optimize memory usage while maintaining flexibility.
Focus: Communication between objects and assignment of responsibilities
Patterns covered:
- Observer - Define one-to-many dependency for automatic notifications
- Strategy - Encapsulate algorithms and make them interchangeable
- Command - Encapsulate requests as objects for queuing and undo operations
- State - Allow objects to alter behavior when internal state changes
- Template Method - Define algorithm skeleton with customizable steps
- Chain of Responsibility - Pass requests along a chain of handlers
- Mediator - Define how objects interact through central mediator
- Iterator - Provide sequential access without exposing internal structure
- Visitor - Define new operations without changing element classes
- Memento - Capture and restore object state externally
- Interpreter - Define grammar representation and interpreter for languages
- Null Object - Provide default behavior to avoid null reference checks
Use when: You need to manage complex object interactions, implement flexible algorithms, or handle state-dependent behavior.
Problem | Recommended Patterns | Category |
---|---|---|
Object creation is expensive | Singleton, Prototype, Object Pool | Creational |
Need different object types at runtime | Factory Method, Abstract Factory | Creational |
Complex object construction | Builder | Creational |
Incompatible interfaces | Adapter, Facade | Structural |
Add functionality dynamically | Decorator, Proxy | Structural |
Memory optimization | Flyweight | Structural |
Tree/hierarchy structures | Composite | Structural |
Algorithm variations | Strategy, Template Method | Behavioral |
Object communication | Observer, Mediator | Behavioral |
State-dependent behavior | State | Behavioral |
Request processing | Command, Chain of Responsibility | Behavioral |
Collection traversal | Iterator | Behavioral |
Operations on object structures | Visitor | Behavioral |
Undo/restore functionality | Memento, Command | Behavioral |
Use Case | Primary Patterns | Supporting Patterns |
---|---|---|
GUI Applications | Observer, Command, Composite | Strategy, Decorator, Factory |
Game Development | State, Observer, Flyweight | Command, Strategy, Object Pool |
Web Applications | MVC (Observer), Strategy, Facade | Adapter, Proxy, Command |
Database Systems | Proxy, Adapter, Iterator | Singleton, Observer, Command |
Frameworks/Libraries | Template Method, Factory, Abstract Factory | Strategy, Observer, Adapter |
E-commerce Systems | Strategy, Observer, Command | State, Facade, Builder |
Content Management | Composite, Visitor, Builder | Observer, Strategy, Adapter |
Workflow Systems | Chain of Responsibility, State, Command | Observer, Mediator, Strategy |
All design patterns are built upon fundamental design principles:
- Single Responsibility Principle
- Open/Closed Principle
- Liskov Substitution Principle
- Interface Segregation Principle
- Dependency Inversion Principle
- Composition over Inheritance
- Program to interfaces, not implementations
- Encapsulate what varies
- Favor loose coupling
- Strive for high cohesion
- Identify the Problem - Clearly define what problem you're solving
- Consider Alternatives - Could a simpler solution work?
- Evaluate Trade-offs - Patterns add complexity; ensure the benefit justifies it
- Check Context - Is this the right pattern for your specific situation?
- Follow KISS First - Start with simple solutions, add patterns only when complexity justifies them
- Follow the Pattern Structure - Don't modify the core pattern unnecessarily
- Maintain Clear Naming - Use pattern terminology in class and method names
- Document Usage - Explain why the pattern was chosen
- Consider Thread Safety - Many patterns need concurrent access considerations
- Let Patterns Emerge - Notice which patterns start to crystallize out of your code naturally
- Test Thoroughly - Patterns can introduce subtle bugs
- Monitor Performance - Some patterns add overhead
- Review Maintainability - Ensure the pattern makes code easier to maintain
- Refactor if Needed - Don't be afraid to remove patterns that aren't helping
- Problem: Using patterns when simple solutions would suffice
- Solution: Start simple, add patterns only when complexity justifies them
- Problem: Forcing patterns into every design decision
- Solution: Use patterns to solve specific problems, not as a design goal
- Problem: Using the wrong pattern for the problem at hand
- Solution: Understand the problem thoroughly before selecting a pattern
- Problem: Combining patterns without clear architectural reason
- Solution: Each pattern should solve a specific, identifiable problem
- Problem: Ignoring performance implications of pattern choices
- Solution: Profile and measure when performance is critical
- Problem: Deciding to use a pattern before understanding the problem fully
- Solution: Let patterns emerge naturally from your code design
- Understand the Philosophy - Patterns solve problems, they don't create architecture
- Start with Common Problems - Learn patterns when you encounter the problems they solve
- Focus on Simple Patterns - Begin with Singleton, Factory, and Observer
- Practice Problem Recognition - Learn to identify when patterns would be helpful
- Study Pattern Categories - Understand Creational, Structural, and Behavioral distinctions
- Learn Pattern Relationships - How patterns work together and complement each other
- Practice Pattern Selection - Choose appropriate patterns for given scenarios
- Avoid Pattern Forcing - Resist the urge to use patterns just because you know them
- Master All Pattern Categories - Deep understanding of when and why to use each pattern
- Study Pattern Combinations - Effective ways to combine multiple patterns
- Understand Trade-offs - Performance, complexity, and maintainability implications
- Teach and Review - Help others understand appropriate pattern usage
The most important principle when working with design patterns is to Keep It Simple, Stupid (KISS) first, patterns later, maybe much later. This means:
- Start with the simplest solution that works
- Don't force your code into a specific pattern
- Let patterns emerge naturally from your design
- Use patterns to solve specific problems, not to demonstrate knowledge
- Remember that patterns are a state of mind, not a rigid framework
- MVC Architecture: Observer + Composite + Strategy
- Plugin Systems: Factory + Strategy + Observer
- Game Engines: State + Observer + Flyweight + Object Pool
- Web Frameworks: Template Method + Strategy + Adapter + Facade
- Document Processors: Composite + Visitor + Iterator + Builder
- Creational + Structural: Factory creates objects, Composite organizes them
- Structural + Behavioral: Composite structures, Visitor processes them
- Behavioral + Behavioral: Observer notifies, Command executes, Memento saves state
- Spring Framework: Dependency Injection (Factory), AOP (Proxy), MVC (Observer)
- Hibernate: Proxy for lazy loading, Adapter for database differences
- Struts: Template Method for action processing, Strategy for validation
- Unity Engine: Component pattern (Decorator), Observer for events
- Unreal Engine: State machines, Command pattern for input, Flyweight for assets
- React: Observer pattern in state management, Composite for component trees
- Angular: Dependency Injection (Factory), Observer for data binding
- Vue.js: Observer for reactivity, Composite for component hierarchy
- Mock Objects: Use with Dependency Injection for pattern testing
- Test Doubles: Particularly useful for testing behavioral patterns
- State Verification: Essential for State and Memento patterns
- Interaction Testing: Critical for Observer and Mediator patterns
- Pattern Interactions: Test how patterns work together
- Performance Testing: Measure pattern overhead
- Stress Testing: Verify pattern behavior under load
- Flyweight: Reduces memory usage
- Singleton: Can create memory bottlenecks
- Observer: May cause memory leaks if not properly managed
- Memento: Can consume significant memory storing states
- Proxy: Adds indirection overhead
- Chain of Responsibility: Performance degrades with chain length
- Visitor: May have dispatch overhead
- Decorator: Adds method call overhead
- Lazy Initialization: For expensive object creation
- Caching: For frequently accessed pattern instances
- Pooling: For objects that can be reused
- Asynchronous Processing: For long-running pattern operations
- Higher-Order Functions replacing Strategy pattern
- Immutable Objects affecting State and Memento patterns
- Function Composition as alternative to Decorator pattern
- Observables extending Observer pattern concepts
- Stream Processing building on Iterator pattern ideas
- Event Sourcing expanding Command pattern applications
- Service Discovery using Registry pattern concepts
- Circuit Breaker implementing Proxy pattern ideas
- Event-Driven Communication extending Observer pattern
- Patterns are solutions to problems - Don't use a pattern unless you have the specific problem it solves
- Simple first, complex later - Always try the simplest approach first
- Let patterns emerge - Don't force code into patterns; let patterns crystallize naturally from good design
- Patterns are not goals - The goal is good software, not pattern usage
- You're choosing patterns before understanding the problem
- Your code is more complex after applying the pattern
- You're using patterns to show off knowledge rather than solve problems
- You can't clearly explain why the pattern was necessary
- The pattern makes the code harder to understand or maintain
- When a simple, direct solution exists and works well
- When the pattern adds more complexity than it removes
- When you're still learning the problem domain
- When the codebase is small and unlikely to grow
- When performance is critical and the pattern adds unnecessary overhead
- "Design Patterns: Elements of Reusable Object-Oriented Software" by Gang of Four
- "Head First Design Patterns" by Freeman & Robson
- "Patterns of Enterprise Application Architecture" by Martin Fowler
- Refactoring.Guru Design Patterns
- SourceMaking Design Patterns
- DoFactory Pattern Catalog
- LeetCode Design Problems
- System Design Interviews
- Open Source Project Contributions
When contributing to this pattern documentation:
- Maintain Consistency - Follow the established format and structure
- Provide Examples - Include practical, real-world examples
- Update Cross-References - Ensure pattern relationships are documented
- Test Examples - Verify that code examples work and are clear
- Consider Multiple Languages - Examples should be language-agnostic when possible
- Emphasize Problem-Solution Fit - Always connect patterns to specific problems they solve
Design Patterns are powerful tools in a developer's toolkit, but they should be applied judiciously. The goal is not to use as many patterns as possible, but to use the right patterns to solve specific problems effectively.
Remember the fundamental principle: Always follow KISS first, patterns later, maybe much later. A pattern is a state of mind, mostly. Don't ever try to force your code into a specific pattern, rather notice which patterns start to crystallize out of your code and help them along a bit.
Understanding these patterns will make you a more effective developer and improve your ability to design maintainable, flexible software systems, but only when applied thoughtfully to solve real problems rather than as an end in themselves.
Patterns are means to an end, not the end itself. Always focus on solving the actual problem at hand rather than forcing pattern usage for its own sake.
This guide serves as a comprehensive reference for understanding and applying design patterns in modern software development. Each pattern category document provides detailed implementation guidance, examples, and best practices for practical application.