Report on Design Patterns

 

1.   Executive Summary

Design patterns are the most basic component acknowledged in construction of quality reliable architectures in software. This report delves into the three main categories of design patterns: Creative, structural and behavioral; the three categories are introduced then described and explained in this paper. A group of creational design patterns like Singleton’s, Factory Method and Abstract Factory patterns deal with object creation techniques and at the same time introduce flexibility and extensibility. Structural patterns include Adapter, Decorator and Composite pattern that deal with the way in which classes and objects are constructed to meet the most optimal designs of scalable systems. Behavioral patterns include Observer, Strategy and Command improving system flexibility and maintainability. Comparing and analyzing the specialties of each pattern category can ensure the understanding of their use and effectiveness in solving various design issues. The conclusion re-emphasises the need to be wiser and intelligent when applying design patterns to be able to come up with better solutions that will be flexible, scalable and of high quality.

Table of Contents

1.    Executive Summary. 2

2.    Introduction. 5

3.    Creational Design Patterns. 5

4.    Structural Design Patterns. 7

5.    Behavioral Design Patterns. 8

6.    Comparison and Analysis. 9

7.    Conclusion. 11

8.    References. 12

 


 

Table of Figures

Figure 1: Types of Design Patterns. 5

Figure 2: Code Example: Singleton Pattern. 7

Figure 3: Code Example: Adapter Pattern. 9

Figure 4:Code Example: Observer Pattern. 12

 


 

Table of Tables

Table 1: Creational Design Patterns. 7

Table 2: Structural Design Patterns. 9

Table 3: Behavioral Design Patterns. 11


 

2.   Introduction

This paper shows that design patterns are one of the fundamental concepts in the field of software engineering that offer widely applied practical solutions. Coinage to design pattern started with the publication of a book by Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides, famously known as the three authors of “Gang of Four” design pattern (bin Uzayr, 2022). They are intended mostly for providing rather universal and abstract solutions to common issues in the design of software, thereby contributing to the generation of dependable and comprehensible code. These best practices allow developers to solve matters of design and development that a project can post by implementing a set of standards that have been accredited and seen to perform well over a period. Being an evolution of the current implementations, design patterns help to achieve a higher level of interaction between the members of development teams, as these solutions are described in a way that can be easily understood by everyone. The division of the design patterns into creation, structural, and behavioral is beneficial in the approach towards the understanding as well as the usage of these solutions (Micheli et al., 2019).

Figure 1: Types of Design Patterns

In the following section, this report discusses these three categories and the importance of each group of the design pattern and the samples in each category of pattern. The purpose of the report is to give a clear understanding of creational, structural and behavioural patterns, their utility and advantages for successful software development.

Creational Design Patterns

Creational design patterns are the base of good, structured software systems that are reliable to develop (Rahman et al., 2023). These patterns concentrate on producing adequate items for the environment in the most optimized production procedures and methods that are flexible in case of difficulty or change in requirements. Widening of the instantiation process provided by creational patterns allows code reuse, improves system flexibility, and the quality of general architectural solutions. Among the key creational design patterns includes Singleton, Factory method and Abstract Factory method patterns shift can be provided to look at different types of object creation and their management (Al-Hawari, 2022).

Pattern

Description

Use Case

Singleton

Ensures a class has only one instance and provides a global point of access

Logging service, configuration management

Factory Method

Defines an interface for creating objects but allows subclasses to alter it

When a class cannot anticipate the type of objects it needs to create

Abstract Factory

Provides an interface for creating families of related or dependent objects

When systems need to be independent of how their products are created or composed

Table 1: Creational Design Patterns

The Singleton pattern belongs to the creational patterns and is one of the most used ones. The main objective is to make certain that a class has at most one instance and to simultaneously make that instance globally accessible. This pattern is most beneficial in situations where exactly one object should be responsible for managing what is happening in the system, such as in the Configuration Management or a Log Service. As compared to the normal approach of object creation and Spoon feeding, the Singleton pattern holds control over object creation to ensure that it does not create more instances of objects that can cause inconsistency and conflict over the use of resources. This pattern also helps in performance optimization since object creation and management are associated with overhead.

Figure 2: Code Example: Singleton Pattern

The Factory Method pattern, which belongs to the creational family of patterns, shapes the interface for creating objects but lets the subclasses change the actual type of objects to be created. This pattern becomes very useful if a class cannot know in advance what kinds of objects it is going to create or if the creation of objects is the responsibility of subsidiaries. The Factory Method pattern increases the simplicity and adaptability of the application since the client code communicates only with the interface for the desired objects and depends on the Factory subclasses that create them. It enables the system to bring in other classes with little or no changes made on previous code to allow addition and further modification of the system to the new emerging needs.

The pattern closely related to the Factory Method is the Abstract Factory pattern, which offers the interface for creating the families of objects that are related or dependent on one another. This pattern is particularly useful where the systems requiring the handling of a large amount of information need to remain free from the particulars of the product types, they are handling. This pattern deals with a set of diverse individual factories and shields the clients from working directly with concrete classes. Such an abstraction ensures that there is conformity and standardisation where there are related products; hence, they facilitate the general management and evolution of the system. It is especially useful when the systems involve several products’ families as the variations can be quite significant.

Altogether it is necessary to mention that creational design patterns are the key to ensuring effective and fast object creation in software systems (Bach et al., 2023). These three types of patterns are interrelated to the difficulty of object creation and are all efficiently designed to offer solutions to those design problems. Thus, by using such patterns, developers can design and implement maintainable, scalable and more adaptable application systems.

3.   Structural Design Patterns

This category of design patterns is crucial in software engineering as it tackles the structural aspects of classes and objects. These patterns just help the design to indicate that there exists a simple way to realize relationship among the entities and will make the structure more flexible. These patterns apply means by which objects can be composed to form other complex structures with a main aim of increasing the maintainability, reusability, and scalability of these applications. Some of these structural patterns include Adapter, Decorator, and Composite all of which have specific advantages and sought to solve certain structural issues (Liu et al., 2020).

Pattern

Description

Use Case

Adaptor

Allows incompatible interfaces to work together

Integrating legacy systems with new ones

Decorator

Adds behavior to objects dynamically without altering their structure

Extending functionalities flexibly, such as adding features to a user interface

Composite

Treats individual objects and compositions of objects uniformly

Representing part-whole hierarchies, such as tree structures

                                                                  Table 2: Structural Design Patterns        

The adapter pattern is intended to enable two interfaces that are not compatible for use to engage in an acknowledgement process. Instead of having to change the entire interface of an existing class, this pattern can effectively be used to provide a border around a class to make a new interface compatible. Adapter pattern is applied most effectively when working with legacy systems and new ones or when a class requires cooperation with another class but is designed with an incompatible interface. Thanks to this, by changing the interface of a class into other one client expected, the Adapter pattern lets classes cooperate without changing their source. This reusability of classes contributes to facilitating the development of new systems by using parts of old systems and makes the system more flexible.

Figure 3: Code Example: Adapter Pattern

The Decorator pattern is another basic structural pattern that enables one to change the behavior of objects; the change does not affect the behavior of other objects derived from the same class. This pattern is particularly useful when adding one or more new functionalities in a versatile manner. The Decorator pattern is applied when there is a set of decorator classes for wrapping real components. This wrapping can be done as many times as need be, to make it possible to attempt the construction of the behavior that is desired. This pattern allows practicing the open/closed principle, which states that classes should be open for extension but closed for modification, which, in turn, boosts the system’s flexibility and maintainability.

The Composite pattern is meant to make working with individual objects and compositions of objects very similar. This pattern is suitable when modeling part-whole relationships such as in trees. The Composite pattern helps the client to keep away from different types of the composition that work on different levels, making all the works on objects and the compositions of them similar, which is helpful in simplifying the client code that works with the complexes of the objects. This pattern boosts up the structuring by making the system flexible to new recognisable subclasses with limited alteration to orders of code. It also enhances the reuse of code as it shows such compositions can be constructed from complex units.

Structural design patterns are essential in determining the arrangement of classes and objects in the software systems. The contextual problems that these patterns solve one by one are as follows and each of these is well equipped to offer substantial solutions for structurally integrating intricate and efficient systems (Hukerikar and Engelmann, 2017). These patterns help the developers in understanding the reoccurring situations and hence the solutions they impose creates more flexible, scalable and easier to manage software systems.

4.   Behavioral Design Patterns

Behavioral design patterns belong to the wider category of Software design patterns, which concern themselves with the practical aspects of the flow of communication between the various objects. Such patterns assist to determine the way in which objects work concurrently to execute the task within the system with more modularity and ease of maintenance. Behavioral patterns focus on the mechanisms of division of work between objects so that the system can remain unsophisticated and highly scalable. Observer, Strategy, and Command are some of the behavioral design patterns depending on aspects of objects (Hussain et al., 2017).

Pattern

Description

Use Case

Observer

Establishes a one-to-many dependency between objects

MVC architectures, event handling systems

Strategy

Defines a family of algorithms, encapsulates each one, and makes them interchangeable

Dynamic behavior changes, such as different sorting algorithms

Command

Encapsulates a request as an object

Parameterizing, queuing, and logging requests, implementing undo functionality

Table 3: Behavioral Design Patterns

Observer pattern is one of the frequently used behavioral patterns as it enables the dependency between the one instance and many instances. This pattern makes it possible for any observers which are dependent on the subject to be informed and updated once the state of the object changes. The Observer pattern becomes useful mostly at those cases when one object requires to update several others, if its state has changed for example, in the MVC model. This pattern improves the flexibility and the extensiveness of the system since by increasing the degree of loose coupling between the subject and observers, new observers can be included without modifying the existing subject.

Figure 4:Code Example: Observer Pattern

The Strategy pattern defines a set of algorithms, encapsulates every one of it and ensures that they can be exchanged. This pattern enables the algorithm to differ from clients that employ it since it has its alteration cycle. The Strategy pattern is most useful in a situation where object of a certain class would have to do a particular job, yet the methods involved or the algorithms to be used may vary. The Strategy pattern encloses algorithms and makes the system more reusable and adaptive and allows for switching algorithms without changing the client’s code. This pattern is typical for situations when the behavior of objects must be altered throughout the execution, for example, sorting or payment methods.

In the Command pattern, a request is captured as an object thus it permits clients to be characterized by different requests, requests can be arranged or recorded as they are logged. This pattern is well fitting in a situation in which operations must be performed, rolled back or scheduled. That’s why encapsulation of requests in the Command pattern frees the object that requests the operation from the one that knows how to execute it. This separation of concerns results in flexibility and extensibility, in which the addition of new commands is improved in a way that doesn’t require changes to previous codes. Most of the applications can undo a certain action and the Command pattern is the one used in this case.

All in all, it can be mentioned that behavioral design patterns are quite important to handle the object communication and the distribution of tasks in several systems (Kopetz and Steiner, 2022). Thus, such patterns improve the general quality of software solutions’ architecture and make them more maintainable by increasing loose coupling, flexibility, and scalability. Learning these patterns will help developers learn the knowledge about how to construct better, more convivial and extensible software systems.

5.   Comparison and Analysis

When comparing and analyzing the creational, structural, and behavioral patterns, one can conclude that each of them is dedicated to specific issues of the software design process and has their advantages and potential problems to solve. To avoid confusion and get the best results when implementing these patterns in different development situations, one needs to analyze these patterns knowing their similarities and differences(Behnam and Zarabadi, 2017).

According to the possibilities of creational design patterns, it incorporates mostly the process of creation of objects. These patterns offer ways of creating objects in such a manner that fits the system’s needs for flexibility and reuse. For example, Singleton pattern makes sure there is only a single instance of the class which during instantiation of objects we can use; useful in areas such as logging or configuration where a single point of access is needed. While in the Factory Method and Abstract Factory patterns the application declares the creation of objects, the choice of the concrete class to instantiate is deferred to the further detailed levels of the implementation, making the application more flexible and easily scalable. On the other hand, structural design patterns warrant the organization of classes and objects, thus enhancing the way elements within a system may be assembled. The Adapter pattern matches the two incompatible interfaces so that they can work together; this makes it useful when one wants to interface between old systems and a new part. The Decorator pattern adds functionality to objects on the fly without the necessity to modify their structure and it complies with the open/closed principle. Composite pattern induces a shared interface for objects and compositions meaning that compositions are treated as objects thus reducing the client code and making client code’s approach more homogeneous. The behavioral patterns of object-oriented design deal with the behavior and communication process of the objects and explain how objects perform a particular task. The Observer pattern sets up the one-to-many of depends on the subject where all the dependents will be updated once the state of the subject has changed. The Strategy pattern encapsulates algorithms; this makes it possible to substitute them with another one, which is viable where dynamism in behavior is desirable. The Command pattern is used to wrap requests as objects so that parameters, orders, and logging can be supported making it flexible and easily extensible. In the terms of their strengths and weaknesses, one can recognize the fact that different categories of the design patterns have different strengths. Creational patterns are outstanding in providing the features of system flexibility and reusability through the abstraction of the instantiation process. But they may add confusion when developers must comprehend several creation mechanisms that are to be used (bin Uzayr, 2022). Relationships support adaptability of the system and reuse of code since, although patterns determine relations between objects, they can make the structure of the code complicated. Behavioral patterns help to enhance system’s communication and interaction which facilitates its maintainability and scalability while on the negative aspect it can be tedious since it introduces a lot of interfaces and interactions in the system. The idea that creational, structural, and behavioral design patterns each provide a solution to a specific part of the software design problem is quite fitting (Bhaskaran and Marappan, 2023). Thus, realizing the benefits and costs of each category, developers will be able to make correct choice regarding the patterns to apply and, as a result, create more reliable, adaptable, and easy to maintain software systems.

6.   Conclusion

Senior designers know creating software is a process in which design patterns play an immensely valuable role as they provide reliable and tested solutions to typical design issues. That is why by dividing these patterns into the creational, structural, and behavioral prototypes, the developers receive a broad set of tools which can help with the different parts of the software construction, beginning from the object’s creation and their composition up to their interaction. In conclusion, design patterns are inevitable in proper development of software, which brings standard solutions that solve every aspect of software design. There are creational patterns for flexibility and reuse in object creation, structural patterns help in efficient composition and organization, and there are behavioral ones for proper communication and coordination between objects. In this way, and based on such benefits, the adequate use of these patterns endows developers with improved assets to build better software solutions for higher-caliber, more effective and efficient software projects. The introduction and design patterns’ appreciable utilization are one of the pillars of efficient and competent software engineering that results into the creation of software capable of filing the present needs as well as capable of addressing the future challenges.

7.   References

1.     Al-Hawari, F., 2022. Software design patterns for data management features in web-based information systems. Journal of King Saud University - Computer and Information Sciences 34. https://doi.org/10.1016/j.jksuci.2022.10.003

2.     Bach, B., Freeman, E., Abdul-Rahman, A., Turkay, C., Khan, S., Fan, Y., Chen, M., 2023. Dashboard Design Patterns. IEEE Trans Vis Comput Graph 29. https://doi.org/10.1109/TVCG.2022.3209448

3.     Behnam, S.J., Zarabadi, Z.S., 2017. Parametric Design as an Approach to Respond to Complexity. World Academy of Science, Engineering and Technology, International Journal of Civil, Environmental, Structural, Construction and Architectural Engineering 11.

4.     Bhaskaran, S., Marappan, R., 2023. Design and analysis of an efficient machine learning based hybrid recommendation system with enhanced density-based spatial clustering for digital e-learning applications. Complex and Intelligent Systems 9. https://doi.org/10.1007/s40747-021-00509-4

5.     bin Uzayr, S., 2022. Software Design Patterns : The Ultimate Guide. Software Design Patterns.

6.     Hukerikar, S., Engelmann, C., 2017. Resilience design patterns: A structured approach to resilience at extreme scale. Supercomput Front Innov 4. https://doi.org/10.14529/jsfi170301

7.     Hussain, S., Keung, J., Khan, A.A., 2017. Software design patterns classification and selection using text categorization approach. Applied Soft Computing Journal 58. https://doi.org/10.1016/j.asoc.2017.04.043

8.     Kopetz, H., Steiner, W., 2022. Real-time systems: Design principles for distributed embedded applications, Real-Time Systems: Design Principles for Distributed Embedded Applications. https://doi.org/10.1007/978-3-031-11992-7

9.     Liu, W., Zhang, C., Wang, F., Yang, Y., 2020. Combining Network Analysis with Structural Matching for Design Pattern Detection, in: ACM International Conference Proceeding Series. https://doi.org/10.1145/3383219.3383226

10.  Micheli, P., Wilner, S.J.S., Bhatti, S.H., Mura, M., Beverland, M.B., 2019. Doing Design Thinking: Conceptual Review, Synthesis, and Research Agenda. Journal of Product Innovation Management 36. https://doi.org/10.1111/jpim.12466

11.  Rahman, M., Chy, M.S.H., Saha, S., 2023. A Systematic Review on Software Design Patterns in Today’s Perspective, in: 2023 IEEE 11th International Conference on Serious Games and Applications for Health, SeGAH 2023. https://doi.org/10.1109/SeGAH57547.2023.10253758

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Report on Design Patterns