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07. Design Patterns Introduction

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What are Design Patterns?

Design patterns are reusable solutions to common problems that arise in software design, particularly in the context of object-oriented programming (OOP). These patterns provide a template or structure for solving certain types of problems, making it easier for developers to write maintainable and efficient code.

In the context of OOP in TypeScript, design patterns can help address challenges such as creating complex objects, managing the relationships between objects, or ensuring that objects adhere to specific behaviors.

Why We Use Design Patterns?

Reusability

Design patterns provide tried-and-tested solutions to common problems, reducing the time and effort needed to solve them from scratch. They promote reusability and modularity in software systems.

Improved communication

Design patterns provide a shared vocabulary and understanding among developers, enabling more efficient communication about design decisions and solutions.

Best practices

Design patterns encapsulate the best practices of experienced software developers, allowing novices to learn from their expertise.

Maintainability

Implementing design patterns often results in more maintainable code, making it easier to update, debug, and extend in the future.

Easier problem-solving

Design patterns provide a structured approach to problem-solving, which can help developers break down complex problems into smaller, more manageable components.

Cautions and Considerations


It's important to note that design patterns should be used wisely and not treated as a one-size-fits-all solution. They should be applied when they fit the problem context, and developers should always consider the trade-offs and potential consequences of their use.


The statement emphasizes the importance of using design patterns judiciously and being aware of their limitations. Design patterns provide reusable solutions to common problems, but they might not always be the best fit for a specific problem or context. Applying a design pattern without considering the implications can lead to unintended consequences or suboptimal solutions. Here are some reasons for this statement:

Contextual differences

Design patterns are created to address specific problems under certain conditions. A pattern that works well in one context might not be suitable for another, and blindly applying it can result in a poor design. For example, the Singleton pattern is useful when you need to ensure that only one instance of a class is created, but using it in a situation where multiple instances are actually needed would lead to problems.

Over-engineering

Sometimes, developers might be tempted to use design patterns even when a simpler solution would suffice. This can result in over-engineering, making the code more complex and harder to maintain. For example, using the Factory pattern for object creation might not be necessary if the objects are simple and don't require complex instantiation logic.

Performance implications

Design patterns can introduce additional layers of abstraction or indirection, which can have performance implications. Developers should carefully consider whether the benefits of using a pattern outweigh any potential performance trade-offs. For instance, the Decorator pattern allows for extending the functionality of an object without modifying its structure, but it can also introduce additional overhead due to the extra layer of object wrapping.

Evolving requirements

Sometimes, design patterns may not accommodate evolving requirements or future changes in the system. As projects grow and requirements change, design patterns that initially seemed like a good fit may no longer be appropriate. For example, the Observer pattern allows for a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. However, if the system later requires more sophisticated event handling or filtering, the Observer pattern might not be the best solution.

Classification Of TypeScript Design Patterns Into Categories

Creational Design Patterns

Creational design patterns are focused on the process of object creation. They abstract the instantiation process and help make the system independent of how its objects are created, composed, and represented. These patterns provide a way to create objects while hiding the creation logic, rather than instantiating objects directly using the new operator. This allows for more flexibility when deciding which objects need to be created for a given use case. Some popular creational design patterns include Singleton, Factory Method, Abstract Factory, Builder, and Prototype. image

Structural Design Patterns

Structural design patterns are concerned with the composition of classes and objects. They help in forming large structures using classes and objects, while also ensuring that the structures are scalable, efficient, and maintainable. These patterns focus on simplifying the design by identifying the relationships between entities and organizing them to form a cohesive structure. Structural design patterns facilitate the design of software by enabling the composition of interfaces or implementations. Some common structural design patterns are Adapter, Bridge, Composite, Decorator, Facade, Flyweight, and Proxy. image

Behavioral Design Patterns

Behavioral design patterns are responsible for efficient communication and the assignment of responsibilities among objects. They focus on how objects interact and communicate with each other, as well as how the flow of control is organized within a system. These patterns define the protocols for communication between objects and help in distributing responsibilities to ensure that the system is efficient, maintainable, and scalable. By promoting loose coupling and separation of concerns, behavioral design patterns increase the flexibility and adaptability of a software system. Some widely used behavioral design patterns include Chain of Responsibility, Command, Interpreter, Iterator, Mediator, Memento, Observer, State, Strategy, Template Method, and Visitor. image

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