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:PROPERTIES:
:ID: 631b2086-4b8f-4fe3-829d-be1dc014e293
:END:
#+title: Design patterns
#+filetags: :notes:career:technical:
* Design patterns. What are they?
They are reusable solutions to common problems in software design. They help to make code more flexible, maintainable, and scalable.
Patterns allow you to say more with less. When you use a pattern in a description, other developers quickly know precisely the design you have in mind.
** OO concepts:
*** Abstraction:
Focuses on essential features while hiding unnecessary internal details, allowing developers to work with highlevel concepts instead of implementation complexity.
Example: A Car class exposes start() and stop() methods without revealing how the engine ignition system works.
*** Inheritance:
Enables one class to derive properties and behaviours from another, promoting code reuse and creating natural parentchild hierarchies.
Example: A Dog class inherits from an Animal class, automatically gaining attributes like age and methods like eat().
*** Encapsulation:
Protects an objects internal state by restricting direct access to its data and exposing controlled interfaces for interaction.
Example: A BankAccount class keeps its balance private and provides deposit() and withdraw() methods to modify it safely.
*** Polymorphism:
Allows different objects to respond to the same interface or method call in their own unique ways, enabling flexible and extensible system design.
Example: Calling makeSound() on an Animal reference triggers bark() for a Dog and meow() for a Cat.
** OO principles:
- Encapsulate what varies
- Favor composition over inheritance
- Program to interfaces, not implementations
- Strive for loosely coupled designs between objects that interact
** OO Patterns
You have:
- *behavioural* patterns
- *creational* patterns
- *structural* patterns
*** Behavioural patterns
**** Structural:
The Strategy Pattern defines a family of algorithms, encapsulates each one, and makes them interchangeable. Strategy lets the algorithm vary independently from clients that use it.
**** Observer:
The Observer Pattern defines a one-to-many dependency between objects so that when
one object changes state, all of its dependents are notified and updated automatically.
Subjects, or as we also know them, Observables, update Observers using a common
interface
Observers are loosely coupled in that the Observable knows nothing about them,
other than that they implement the Observer interface.
You can push or pull data from the Observable when using the pattern (pull is
considered more “correct”).
Dont depend on a specific order of notification for your Observers.
Java has several implementations of the Observer Pattern, including the general
purpose java.util.Observable