Design Patterns and Refactoring (2024)

In software engineering, a design pattern is a general repeatable solution to a commonly occurring problem in software design. A design pattern isn't a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations.

Uses of Design Patterns

Design patterns can speed up the development process by providing tested, proven development paradigms. Effective software design requires considering issues that may not become visible until later in the implementation. Reusing design patterns helps to prevent subtle issues that can cause major problems and improves code readability for coders and architects familiar with the patterns.

Often, people only understand how to apply certain software design techniques to certain problems. These techniques are difficult to apply to a broader range of problems. Design patterns provide general solutions, documented in a format that doesn't require specifics tied to a particular problem.

In addition, patterns allow developers to communicate using well-known, well understood names for software interactions. Common design patterns can be improved over time, making them more robust than ad-hoc designs.

Creational design patterns

These design patterns are all about class instantiation. This pattern can be further divided into class-creation patterns and object-creational patterns. While class-creation patterns use inheritance effectively in the instantiation process, object-creation patterns use delegation effectively to get the job done.

  • Abstract Factory
    Creates an instance of several families of classes
  • Builder
    Separates object construction from its representation
  • Factory Method
    Creates an instance of several derived classes
  • Object Pool
    Avoid expensive acquisition and release of resources by recycling objects that are no longer in use
  • Prototype
    A fully initialized instance to be copied or cloned
  • Singleton
    A class of which only a single instance can exist

Structural design patterns

These design patterns are all about Class and Object composition. Structural class-creation patterns use inheritance to compose interfaces. Structural object-patterns define ways to compose objects to obtain new functionality.

  • Adapter
    Match interfaces of different classes
  • Bridge
    Separates an object’s interface from its implementation
  • Composite
    A tree structure of simple and composite objects
  • Decorator
    Add responsibilities to objects dynamically
  • Facade
    A single class that represents an entire subsystem
  • Flyweight
    A fine-grained instance used for efficient sharing
  • Private Class Data
    Restricts accessor/mutator access
  • Proxy
    An object representing another object

Behavioral design patterns

These design patterns are all about Class's objects communication. Behavioral patterns are those patterns that are most specifically concerned with communication between objects.

  • Chain of responsibility
    A way of passing a request between a chain of objects
  • Command
    Encapsulate a command request as an object
  • Interpreter
    A way to include language elements in a program
  • Iterator
    Sequentially access the elements of a collection
  • Mediator
    Defines simplified communication between classes
  • Memento
    Capture and restore an object's internal state
  • Null Object
    Designed to act as a default value of an object
  • Observer
    A way of notifying change to a number of classes
  • State
    Alter an object's behavior when its state changes
  • Strategy
    Encapsulates an algorithm inside a class
  • Template method
    Defer the exact steps of an algorithm to a subclass
  • Visitor
    Defines a new operation to a class without change

Criticism

The concept of design patterns has been criticized by some in the field of computer science.

Targets the wrong problem

The need for patterns results from using computer languages or techniques with insufficient abstraction ability. Under ideal factoring, a concept should not be copied, but merely referenced. But if something is referenced instead of copied, then there is no "pattern" to label and catalog. Paul Graham writes in the essay Revenge of the Nerds.

Peter Norvig provides a similar argument. He demonstrates that 16 out of the 23 patterns in the Design Patterns book (which is primarily focused on C++) are simplified or eliminated (via direct language support) in Lisp or Dylan.

Lacks formal foundations

The study of design patterns has been excessively ad hoc, and some have argued that the concept sorely needs to be put on a more formal footing. At OOPSLA 1999, the Gang of Four were (with their full cooperation) subjected to a show trial, in which they were "charged" with numerous crimes against computer science. They were "convicted" by ⅔ of the "jurors" who attended the trial.

Leads to inefficient solutions

The idea of a design pattern is an attempt to standardize what are already accepted best practices. In principle this might appear to be beneficial, but in practice it often results in the unnecessary duplication of code. It is almost always a more efficient solution to use a well-factored implementation rather than a "just barely good enough" design pattern.

Does not differ significantly from other abstractions

Some authors allege that design patterns don't differ significantly from other forms of abstraction, and that the use of new terminology (borrowed from the architecture community) to describe existing phenomena in the field of programming is unnecessary. The Model-View-Controller paradigm is touted as an example of a "pattern" which predates the concept of "design patterns" by several years. It is further argued by some that the primary contribution of the Design Patterns community (and the Gang of Four book) was the use of Alexander's pattern language as a form of documentation; a practice which is often ignored in the literature.

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Design Patterns and Refactoring (2024)

FAQs

What is refactoring design pattern? ›

Refactoring has been described as "the art of safely improving the design of existing code" (Martin Fowler, see refs). Refactoring is thus a process of software source code transformation. Refactoring does not involve adding new features.

What is the difference between refactoring and refactoring to patterns? ›

It is the marriage of refactoring -- the process of improving the design of existing code -- with patterns, the classic solutions to recurring design problems. Refactoring to Patterns suggests that using patterns to improve an existing design is better than using patterns early in a new design.

What are the 4 basic categories for design patterns? ›

Design patterns can be classified into different types and categories, often grouped into classes and subclasses based on their characteristics and applications. The various types of design patterns include idioms, architectural patterns, creation, structural, and behavioral patterns.

What are design patterns in coding? ›

In software engineering, a design pattern is a general repeatable solution to a commonly occurring problem in software design. A design pattern isn't a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations.

What is the golden rule of three refactoring? ›

2) "Rule of Three" (code duplication)

It states that you are allowed to copy and paste the code once, but that when the same code is replicated three times, it should be extracted into a new procedure. The rule was introduced by Martin Fowler in his text "Refactoring" and attributed to Don Roberts.

How do you explain refactoring? ›

Refactoring is the process of restructuring code, while not changing its original functionality. The goal of refactoring is to improve internal code by making many small changes without altering the code's external behavior.

What is an example of refactoring? ›

Refactoring By Abstraction

Pull-Up/Push-Down method is the best example of this approach. Pull-Up method: It pulls code parts into a superclass and helps in the elimination of code duplication. Push-Down method: It takes the code part from a superclass and moves it down into the subclasses.

What is the first rule of refactoring? ›

#1 RULE: A method should not have more than five lines

This is also the title of the book. An extended method can be classified as a "code smell". This rule prevents a method from doing too much. If a method does too many tasks, it's best to break it down into smaller methods.

Why is refactoring needed in Agile? ›

Refactoring in Agile means making the existing code of a program cleaner and more understandable, without changing its functionality. This allows the program to scale, and reduces further maintenance costs.

Are design patterns only for OOP? ›

This statement is wrong as it implies design patterns only belong to the object-oriented paradigm. However, design patterns are a concept that can be present in both functional programming paradigm and object-oriented paradigm.

Who is the father of design patterns? ›

Christopher Alexander: The father of pattern language. What makes a design great? The way the carefully chosen colors blend and play off each other?

What are three types of design patterns? ›

Design Patterns are categorized mainly into three categories: Creational Design Pattern, Structural Design Pattern, and Behavioral Design Pattern. These are differed from each other on the basis of their level of detail, complexity, and scale of applicability to the entire system being design.

Is microservices a design pattern? ›

Microservices design patterns are created to mitigate the challenges of microservice architectures. By breaking applications down into small autonomous services, microservices enable greater flexibility, innovation, and performance than monolithic legacy systems.

What is the best approach to design patterns in coding? ›

The Singleton method or Singleton Design pattern is one of the simplest design patterns. It ensures a class only has one instance, and provides a global point of access to it.

What is Python design patterns? ›

Design patterns are a common way of solving well known problems. Two main principles are in the bases of the design patterns defined by the GOF: Program to an interface not an implementation. Favor object composition over inheritance.

What does refactor a design mean? ›

Refactoring is the process of improving existing code by restructuring its internal design without changing its external behavior, aiming to enhance understandability, modifiability, and maintainability while reducing the risk of introducing bugs and technical debt.

What are the three types of design patterns? ›

Design Patterns are categorized mainly into three categories: Creational Design Pattern, Structural Design Pattern, and Behavioral Design Pattern. These are differed from each other on the basis of their level of detail, complexity, and scale of applicability to the entire system being design.

What is the difference between refactoring and re architecture? ›

Refactoring is the process of moving applications to cloud infrastructure, while re-architecting them to better suit the cloud environment.

What is refactoring in architecture? ›

In architectural refactoring, the aim will be to improve the system's quality attributes such as performance, testability, maintainability, and availability. Architectural refactoring includes, Breaking dependencies between components, New component extraction, Re-implementing violated architectural principles.

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