Learn: Application Design Patterns

Concept-focused guide for Application Design Patterns (no answers revealed).

~9 min read

Learn: Application Design Patterns
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Overview

Welcome! In this deep-dive vlog transcript, we’ll unlock the principles behind some of the most powerful application design patterns: creational, behavioral, and structural patterns. You’ll learn to recognize, analyze, and apply key patterns in software architecture—enabling you to write code that’s more scalable, maintainable, and flexible. Expect a mix of clear definitions, practical reasoning strategies, and illustrative scenarios to help you confidently tackle pattern-centric challenges.


Concept-by-Concept Deep Dive

Isolating Object Creation: Factory, Abstract Factory, and Builder Patterns

What It Is:
Creational patterns focus on how objects are created. They help manage object instantiation, decouple clients from specific classes, and encapsulate the logic of creation so your code is more flexible and less dependent on concrete implementations.

Factory Method

  • Purpose: Delegates instantiation to subclasses, allowing code to use interfaces rather than concrete types.
  • Components: Creator (defines factory method), ConcreteCreator (implements factory method), Product (interface), ConcreteProduct.
  • Recipe: When you have a superclass and want to defer the instantiation of objects to subclasses, use a factory method. This is especially useful when the client code shouldn’t know which specific class it needs.
  • Misconceptions: Don’t confuse with simple constructors; factory methods enable substituting different product types without changing client code.

Abstract Factory

  • Purpose: Produces families of related objects (products), ensuring that products from the same family are used together.
  • Components: AbstractFactory (interface), ConcreteFactory, AbstractProduct, ConcreteProduct.
  • Recipe: Use when you need to create sets of related objects (e.g., UI components for different themes) and want to guarantee their compatibility.
  • Misconceptions: Abstract Factory is not about creating one object but about creating related groups.

Builder

  • Purpose: Constructs a complex object step by step, allowing different representations.
  • Components: Builder (interface), ConcreteBuilder, Director, Product.
  • Recipe: Ideal when an object requires numerous optional parameters or has a complex construction process. The builder pattern gives you fine-grained control.
  • Misconceptions: Not just for optional parameters—also for complex assembly processes.

Dynamic Object Behavior: Decorator, Proxy, and State Patterns

What It Is:
Structural and behavioral patterns enable objects to acquire new functionality or change their behavior dynamically without modifying their code. This means you can extend or modify an object’s behavior at runtime.

Decorator

  • Purpose: Adds responsibilities to objects dynamically, offering an alternative to subclassing for extending functionality.
  • Components: Component (interface), ConcreteComponent, Decorator (wraps a component), ConcreteDecorator.
  • Recipe: Wrap the original object with one or more decorators to add new behavior or state.
  • Misconceptions: Not just for UI elements—any scenario where dynamic extension is needed.

Proxy

  • Purpose: Controls access to another object, adding functionality such as security, logging, or lazy instantiation.
  • Components: Subject (interface), RealSubject, Proxy.
  • Recipe: Implement a proxy that has the same interface as the real subject and delegates requests, adding extra logic as needed.
  • Misconceptions: Proxy is not always about remote access; it can also be for protection, logging, or caching.

State

  • Purpose: Allows an object to change its behavior when its internal state changes, appearing as if it changed its class.
  • Components: Context, State (interface), ConcreteState.
  • Recipe: The context holds a reference to a state object, and behavior is delegated to the current state’s implementation.
  • Misconceptions: State is not simply a switch statement—it's about encapsulating behavior per state.

Managing Complex Structures: Composite, Facade, Flyweight, and Bridge Patterns

What It Is:
Structural patterns help organize classes and objects into larger structures, making them easier to work with and maintain.

Composite

  • Purpose: Composes objects into tree structures to represent part-whole hierarchies. Clients treat individual objects and compositions uniformly.
  • Components: Component (interface), Leaf, Composite.
  • Recipe: Both leaf and composite implement the same interface, so clients can interact with a single object or a group in the same way.
  • Misconceptions: Composite is not just for graphics; it's for any hierarchical, recursive structure.

Facade

  • Purpose: Provides a simplified interface to a complex subsystem, reducing dependencies.
  • Components: Facade class, subsystem classes.
  • Recipe: The facade class delegates calls to appropriate subsystem classes, hiding complexity from the client.
  • Misconceptions: Facade does not add functionality; it just simplifies access.

Flyweight

  • Purpose: Minimizes memory use by sharing as much data as possible with similar objects.
  • Components: Flyweight (interface), ConcreteFlyweight (shared), UnsharedConcreteFlyweight, FlyweightFactory.
  • Recipe: Separate intrinsic (shared) from extrinsic (unique) state. Clients supply extrinsic state when using flyweights.
  • Misconceptions: Only apply when you have a huge number of similar objects.

Bridge

  • Purpose: Decouples abstraction from implementation, allowing them to vary independently.
  • Components: Abstraction, RefinedAbstraction, Implementor (interface), ConcreteImplementor.
  • Recipe: Abstraction holds a reference to the implementor interface, delegating implementation-specific work.
  • Misconceptions: Bridge is not just about interfaces; it’s about separating what you do from how you do it.

Encapsulating Behavior: Command, Strategy, Interpreter, Template Method, Visitor, and Iterator Patterns

What It Is:
Behavioral patterns delegate responsibilities between objects, encapsulate requests, and enable flexible communication and control flows.

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