Software Design Patterns
Depending on the type of project you are designing, there will always be a need to adopt a particular pattern that clearly represents your design. There are many design patterns that a programmer can rely on to present his or her project. For the purpose of studies, I will be exploring and discussion the three most useful design patterns categories. Thus creational design pattern, structural design pattern and Behavioral design pattern. Below is a brief description of each pattern.
Creational Design pattern: This type of design create object as needed within a code and allows for abstract factory which group objects of similar functionality. This also uses polymorphism to allow one object to inherit multiple behaviors within a method. In this pattern, you do not need to declare the exact class or type because polymorphism is used at the end to assign behavior. Usually, an abstract prototype is created and the base classes that inherit it are defined.
Structural Design pattern: Structural patterns deals largely with composition of classes and object by using inheritance and interfaces to enable objects to gives out new functionality. It often has an abstract class which uses method signatures and behaviors for the classes that will implement the interfaces. In structural patterns, objects are group according to their behavior and what they inherit. Also, modifications of object are done before finalizing your code.
Behavioral Design pattern: This is a type of pattern that allows for the behavior of a class to change base on it current state; even though, these states are always changed in the entire programming, implementation of each state is defined by a unique interface. It also allows for new operations to be added to an object without having to modify its original implementation structure.
In general, when you are talking about code responsibility, you really want to have your methods to your classes do one thing and do it well. Bringing it to real life example, it is like texting and driving; there is no way to achieve both effectively at the same time. You are either going to be driving off the road while texting well or driving well and not texting regularly. This implies, having your code do two or more things will make it do one thing well and do badly with the rest. Also, changing one thing on base class might have side effect on the other too. In this case, as a designer, you will want to extend your classes rather than modifying them. Even though you will have more classes created in order to have them do one thing, it is worth doing that because it will provide a clear presentation of your code. This is going to help me a lot in the future because I am going to adopt having classes of my code perform one task which will provides higher efficiency.
References:
https://airbrake.io/blog/design-patterns/software-design-patterns-guide
From the blog CS@Worcester – Computer Science Exploration by ioplay and used with permission of the author. All other rights reserved by the author.