Design pattern by Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides
As I write more and more code, the necessity of some principles becomes apparent. At high level, I find Zen of Python quite pleasing. To learn more details, I got this book.
On Amazon, it has the ranking of
- #1 in Books > Computers & Technology > Computer Science > AI & Machine Learning > Computer Vision & Pattern Recognition
- #1 in Books > Computers & Technology > Programming > Software Design, Testing & Engineering > Software Reuse
- #2 in Books > Textbooks > Computer Science > Object-Oriented Software Design
the principles
The authors advocate the following principles of object-oriented design
- Program to an interface, not an implementation.
- Favor object composition over class inheritance.
They also point out the common causes of redesign
- Creating an object by specifying a class explicitly
- Dependence on specific operations
- Dependence on hardware and software platform
- Dependence on object representations or implementations
- Algorithmic dependencies
- Tight coupling
- Extending functionality by subclassing
- Inability to alter classes conveniently
Here are some interesting quotes from it
- One thing expert designers know not to do is solve every problem from first principles.
- The choice of programming language is important because it influences one’s point of view.
- Favoring object composition over class inheritance helps you keep each class encapsulated and focused on one task.
- The main advantage of delegation is that it makes it easy to compose behaviors at run-time and to change the way they’re composed.
- A design pattern should only be applied when the flexibility it affords is actually needed.
- Encapsulate the concept that varies.
- A class is more reusable when you minimize the assumtions other classes must make to use it.
the design patterns
The design patterns are summarized in the following table
Purpose | ||||
Creational | Structural | Behavioral | ||
Scope | Class | Factory Method | Adapter | Interpreter Template Method |
Object | Abstract Factory Builder Prototype Singleton |
Adapter Bridge Composite Decorator Facade Flyweight Proxy |
Chain of Responsibility Command Iterator Mediator Memento Observer State Strategy Visitor |
- Abstract Factory: Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
- Adapter: Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn’t otherwise because of incompatible interfaces.
- Bridge: Decouple an abstraction from its implementation so that the two can vary independently.
- Builder: Separate the construction of a complex object from its representation so that the same construction process can create different representations.
- Chain of Responsibility: Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.
- Command: Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
- Composite: Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
- Decorator: Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.
- Facade: Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.
- Factory Method: Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.
- Flyweight: Use sharing to support large numbers of fine-grained objects efficiently.
- Interpreter: Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.
- Iterator: Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
- Mediator: Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.
- Memento: Without violating encapsulation, capture and externalize an object’s internal state so that the object can be restored to this state later.
- Observer: Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
- Proxy: Provide a surrogate or placeholder for another object to control access to it.
- Singleton: Ensure a class only has one instance, and provide a global point of access to it.
- State: Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
- Strategy: Define a family of algorithms, encapsulate each one, and make them interchaneable. Strategy lets the algorithm vary independently from clients that use it.
- Template Method: Define the skeleton af an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm’s structure.
- Visitor: Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.