/JavaDesignPatterns

SOLID and Design patterns - recap on fundamentals. My small workshop.

Primary LanguageJava

SOLID and Design patterns—recap on fundamentals.


The SOLID principles are the fundamental guidelines in object-oriented design.

They are high-level concepts that help you develop better software.

They are neither rules nor laws, but they help you think of possible scenarios/outcomes in advance.

GoF Design Pattern Types


GoF Design Patterns are divided into three categories:

Creational: The design patterns that deal with the creation of an object.

Structural: The design patterns in this category deals with the class structure such as Inheritance and Composition.

Behavioral: This type of design patterns provide solution for the better interaction between objects, how to provide lose coupling, and flexibility to extend easily in future.


Creational Design Patterns
Pattern Name Description
Singleton The singleton pattern restricts the initialization of a class to ensure that only one instance of the class can be created.
Factory The factory pattern takes out the responsibility of instantiating a object from the class to a Factory class.
Abstract Factory Allows us to create a Factory for factory classes.
Builder Creating an object step by step and a method to finally get the object instance.
Prototype Creating a new object instance from another similar instance and then modify, according to our requirements.

Structural Design Patterns
Pattern Name Description
Adapter Provides an interface between two unrelated entities so that they can work together.
Composite Used when we have to implement a part-whole hierarchy. For example, a diagram made of other pieces such as circle, square, triangle, etc.
Proxy Provide a surrogate or placeholder for another object to control access to it.
Flyweight Caching and reusing object instances, used with immutable objects. For example, string pool.
Facade Creating a wrapper interfaces on top of existing interfaces to help client applications.
Bridge The bridge design pattern is used to decouple the interfaces from implementation and hiding the implementation details from the client program.
Decorator The decorator design pattern is used to modify the functionality of an object at runtime.

Behavioral Design Patterns
Pattern Name Description
Template Method used to create a template method stub and defer some of the steps of implementation to the subclasses.
Mediator used to provide a centralized communication medium between different objects in a system.
Chain of Responsibility used to achieve loose coupling in software design where a request from the client is passed to a chain of objects to process them.
Observer useful when you are interested in the state of an object and want to get notified whenever there is any change.
Strategy used when we have multiple algorithm for a specific task and client decides the actual implementation to be used at runtime.
Command used to implement lose coupling in a request-response model.
State used when an Object change it’s behavior based on it’s internal state.
Visitor used when we have to perform an operation on a group of similar kind of Objects.
Interpreter defines a grammatical representation for a language and provides an interpreter to deal with this grammar.
Iterator used to provide a standard way to traverse through a group of Objects.
Memento is used when we want to save the state of an object so that we can restore later on.

Gangs of Four design patterns lay the foundation of core design patterns in programming.
There are many other design patterns built on top of these patterns for specific requirements.