Design Patterns «Prev Next»

Lesson 1

Introduction to Gang of Four Design Patterns

A design pattern is a named, reusable approach to a recurring software-design problem. It is not finished code and it is not a rule that must be followed. A useful pattern explains the context in which a problem occurs, the forces that make the problem difficult, a general arrangement of collaborating objects, and the consequences of choosing that arrangement.

This course uses the 23 patterns cataloged by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides as a vocabulary for object-oriented design. The goal is not to memorize class diagrams. The goal is to recognize design pressure, compare alternatives, and explain why a pattern is appropriate or unnecessary in a specific program.

What You Will Learn

By the end of the seven modules, you should be able to:

  • distinguish creational, structural, and behavioral design problems;
  • identify the responsibilities and collaborations that define a pattern;
  • compare inheritance with object composition and choose between them;
  • evaluate benefits such as flexibility against costs such as additional classes, indirection, and runtime complexity;
  • implement selected patterns in Java or C++ without coupling the design to one framework; and
  • explain when a simpler design is preferable to applying a pattern.

How to Read a Pattern Description

Intent
The design problem the pattern addresses and the result it is meant to produce.
Context and forces
The conditions that make the problem recur, including requirements that pull the design in competing directions.
Structure and participants
The classes or objects involved, their responsibilities, and the relationships among them.
Collaborations
How the participants exchange requests or data to perform the behavior.
Consequences
The flexibility gained, the complexity introduced, and the assumptions that future maintainers must understand.

A pattern name is valuable because it compresses this design knowledge into a shared term. Saying that a component acts as an Adapter or that algorithms are selected with Strategy gives a team a starting point, but the name does not replace an explanation of the local design decision.

Patterns Are Decisions, Not Decorations

Patterns are most useful after a concrete problem has been identified. Adding factories, observers, or decorators before the requirements demand them can produce unnecessary abstractions. Throughout this course, ask four questions before selecting a pattern:

  1. What is likely to vary?
  2. Which responsibility is difficult to test, replace, or extend?
  3. What coupling will the pattern remove?
  4. What new complexity will the pattern introduce?

The course project provides one continuing context for answering these questions. You will model traffic moving through an intersection, then use patterns where they clarify object creation, composition, communication, or state-dependent behavior.

Module 1 Roadmap


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