Design Patterns in Java
🧠 Understanding Design Patterns in Java
🌟 What are Design Patterns?
In software development, Design Patterns are well-proven solutions to common software design problems.
They are reusable templates that can be applied to recurring situations when designing software systems.
Think of design patterns as blueprints — not exact code but concepts that guide how to structure and connect classes and objects to solve specific problems effectively.
In simple terms:
“A design pattern is a tried and tested way to solve a common programming challenge.”
💡 Why Use Design Patterns?
Design patterns are widely used in object-oriented programming because they:
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Improve Code Reusability – Patterns provide reusable solutions that can be adapted across multiple projects.
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Enhance Maintainability – They make code easier to understand, extend, and modify.
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Promote Best Practices – They encourage clean architecture and separation of concerns.
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Facilitate Communication – When developers talk in terms of “Singleton”, “Observer”, or “Factory”, they instantly understand the architecture idea.
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Reduce Code Complexity – They help organize large codebases into manageable structures.
In short, design patterns help write better, cleaner, and scalable code.
🧩 Types of Design Patterns
Design patterns are categorized into three main types:
1. Creational Design Patterns
These patterns deal with object creation mechanisms, trying to create objects in a way that is suitable for the situation.
They abstract the instantiation process — making it more flexible and reusable.
Common Creational Patterns:
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Singleton → Ensures only one instance of a class exists.
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Factory Method → Creates objects without exposing the creation logic to the client.
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Abstract Factory → Provides an interface for creating families of related objects.
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Builder → Separates object construction from its representation.
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Prototype → Creates new objects by cloning existing ones.
2. Structural Design Patterns
These patterns focus on class and object composition — how objects are combined to form larger structures.
They help ensure that if one part of the system changes, the entire structure doesn’t need to change.
Common Structural Patterns:
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Adapter → Bridges between two incompatible interfaces.
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Decorator → Adds new functionality to an object dynamically.
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Facade → Provides a simplified interface to a complex subsystem.
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Composite → Treats individual objects and compositions uniformly.
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Proxy → Controls access to another object.
3. Behavioral Design Patterns
These patterns are concerned with communication between objects — how they interact and share responsibilities.
Common Behavioral Patterns:
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Observer → Defines a one-to-many relationship between objects so that when one changes, others are notified.
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Strategy → Defines a family of algorithms, encapsulates each one, and makes them interchangeable.
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Command → Encapsulates a request as an object, allowing parameterization of clients.
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Iterator → Provides a way to access elements sequentially without exposing internal details.
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Mediator → Reduces coupling between communicating objects.
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