Types of Design Patterns and How To Implement One (With Example)

There are three main types of design patterns: creational, structural, and behavioral. Each type of pattern is used to solve a different kind of problem that can occur when designing software. Creational patterns are concerned with the creation of objects, structural patterns are concerned with the relationships between objects, and behavioral patterns are concerned with the behavior of objects.

Who uses design patterns?

Design patterns can be used by experts with the following job titles to fix bugs in their code:

What are design patterns?

Common software design problems have solutions in the form of design patterns. However, design patterns arent portions of code. Instead, experts who write programs and software can use these patterns as a model to produce high-quality code. A design pattern is not actual code, so you can use it to create programs in many different languages, such as Java, C, and Python. Here are elements design patterns share:

What are the benefits of using design patterns?

Programmers can use design patterns to solve common issues in their code. The following are a few of the main advantages of applying design patterns to your programs:

Types of design patterns

You can use a few different types of design patterns when writing programs. Each type of design pattern has several subtypes. Here are the three common design pattern types:

Creational

Classes and objects are components found in many programming languages, also referred to as object-oriented programming languages. A type of data you can create in a program called an object has a number of attributes. A class serves as a template for creating instances of objects.

You might, for instance, develop a program that uses a car as an object. Two attributes of the car are its color and type. You can add these characteristics to the car object’s data. Once the car’s attributes have been defined, you can create different instances of the object with different attributes by using different classes, such as a class with a red SUV and a class with a blue truck.

Creational design patterns are templates for creating classes and objects. Here are a few examples of creational design patterns:

Structural

A class’s structure and components are defined using a template called a structural design pattern. Programmers using these design patterns can better organize their programs’ numerous classes and objects. Additionally, structural design patterns help to guarantee the effectiveness and adaptability of a program.

Here are a few examples of structural design patterns:

Behavioral

A behavioral design pattern is a model that can assist various classes in a program in collaborating to carry out the actions of the program. In other words, these patterns establish the behavior of an application’s objects.

Programmers can create effective algorithms or sequential steps in a program that carry out a function by using behavioral design patterns. Math problems are a real-world instance of an algorithm because they frequently need a set of steps to be completed. Programs operate in a similar fashion.

How to implement a design pattern

Here are some actions you can take to write a program using a design pattern:

1. Identify your needs

Identifying what you require from your program is the first step in implementing a design pattern. Not all programs need a design pattern to be effective. Your program might have a problem that a design pattern can fix, such as a lack of flexibility or efficiency.

As an illustration, you might discover that the program you’re writing has multiple access points to a file, which poses a security risk. You can use a design pattern to address this issue.

2. Choose a design pattern based on your needs

You can review design patterns after analyzing what you need your program to accomplish. You can select a pattern that meets your needs or resolves the issue your code is attempting to address.

Using the creational design pattern known as the singleton, you can write your program so that there is only one point of access to the object from the example above.

3. Use the design pattern to write the program

Finally, you can use the design pattern as a model to achieve the program’s objectives. Here is a Java program that demonstrates the singleton design pattern in action:

public class Singleton {

private static Singleton instance = new Singleton();

private Singleton { }

public static Singleton getInstance() {

return instance;

}

}

The class is introduced in the program’s first line with the name Singleton. The second line creates an instance of the class. You should be aware that this instance is a private variable, which means that users of the Singleton class cannot access its value or contents. The Singleton class instance is shielded from outside access by the use of the keyword private in the third line. A method called getInstance() is present in the fourth line of the program and, when called, returns the value of the instance (declared in the second line of the program).

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FAQ

What are the 3 types of patterns?

Design patterns are divided into three fundamental groups:
  • Behavioral,
  • Creational, and.
  • Structural.

What are different types of design pattern?

Creational, structural, and behavioral design patterns are the main categories into which design patterns fall. These are distinct from one another based on the level of complexity, level of detail, and extent to which they apply to the entire system being designed.

What are the 3 common design patterns groups?

There are mainly three types of design patterns:
  • Creational. Class instantiation or object creation is the central theme of these design patterns.
  • Structural. These design patterns focus on grouping various classes and objects to create more substantial structures and add new functionality.
  • Behavioral.

How many types of design patterns are there?

There are 23 design patterns that can be grouped into the three categories of creational, structural, and behavioral patterns, according to the design pattern reference book Design Patterns – Elements of Reusable Object-Oriented Software.

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