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 Design Patterns in Java

By Vineet • Nov 06, 2025

🧠 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:

  1. Improve Code Reusability – Patterns provide reusable solutions that can be adapted across multiple projects.

  2. Enhance Maintainability – They make code easier to understand, extend, and modify.

  3. Promote Best Practices – They encourage clean architecture and separation of concerns.

  4. Facilitate Communication – When developers talk in terms of “Singleton”, “Observer”, or “Factory”, they instantly understand the architecture idea.

  5. 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:

  • Singleton → Ensures only one instance of a class exists.

  • Factory Method → Creates objects without exposing the creation logic to the client.

  • Abstract Factory → Provides an interface for creating families of related objects.

  • Builder → Separates object construction from its representation.

  • 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:

  • Adapter → Bridges between two incompatible interfaces.

  • Decorator → Adds new functionality to an object dynamically.

  • Facade → Provides a simplified interface to a complex subsystem.

  • Composite → Treats individual objects and compositions uniformly.

  • 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:

  • Observer → Defines a one-to-many relationship between objects so that when one changes, others are notified.

  • Strategy → Defines a family of algorithms, encapsulates each one, and makes them interchangeable.

  • Command → Encapsulates a request as an object, allowing parameterization of clients.

  • Iterator → Provides a way to access elements sequentially without exposing internal details.

  • Mediator → Reduces coupling between communicating objects.

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