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programming languages and techniques ii unit 12 study guides

design patterns & principles in programming

unit 12 review

Design patterns and principles are essential tools for creating robust, maintainable software. This unit covers key concepts like abstraction and encapsulation, along with common patterns such as Singleton and Factory, and the SOLID principles for writing clean code. Students will learn to apply these patterns in real-world scenarios, understanding their benefits and drawbacks. By mastering these concepts, developers can write more scalable and reusable code, following industry best practices for software design and architecture.

What's This Unit All About?

  • Explores fundamental design patterns and principles in software development
  • Covers key concepts like abstraction, encapsulation, and modularity
  • Introduces common design patterns (Singleton, Factory, Observer) and their applications
  • Dives into SOLID principles for writing maintainable and extensible code
    • Includes Single Responsibility, Open-Closed, Liskov Substitution, Interface Segregation, and Dependency Inversion
  • Demonstrates how to apply design patterns in real-world coding scenarios
  • Discusses the benefits and drawbacks of using design patterns in software projects
  • Prepares students to write clean, reusable, and scalable code following industry best practices

Key Concepts and Definitions

  • Design patterns: reusable solutions to commonly occurring problems in software design
  • Principles: guidelines and best practices for writing high-quality, maintainable code
  • Abstraction: hiding complex implementation details behind a simpler interface
  • Encapsulation: bundling data and methods together and controlling access to internal state
  • Modularity: breaking down a system into smaller, independent, and interchangeable components
  • Coupling: degree of interdependence between software modules or classes
  • Cohesion: measure of how closely related the responsibilities of a module or class are

Design Pattern Basics

  • Originated from the book "Design Patterns: Elements of Reusable Object-Oriented Software" by Gang of Four (GoF)
  • Categorized into three main types: creational, structural, and behavioral patterns
    • Creational patterns deal with object creation mechanisms and provide flexibility in instantiation
    • Structural patterns focus on object composition and relationships between classes or objects
    • Behavioral patterns define communication and interaction between objects and classes
  • Patterns provide a common vocabulary for developers to communicate design ideas effectively
  • Help in writing code that is easier to understand, maintain, and extend
  • Not a one-size-fits-all solution; require careful consideration and adaptation to specific contexts

Common Design Patterns Explained

  • Singleton: ensures a class has only one instance and provides a global point of access to it
  • Factory: creates objects without specifying the exact class of object that will be created
  • Observer: defines a one-to-many dependency between objects, so that when one object changes state, all its dependents are notified and updated automatically
  • Adapter: allows classes with incompatible interfaces to work together by wrapping its own interface around that of an existing class
  • Decorator: attaches additional responsibilities to an object dynamically, providing a flexible alternative to subclassing for extending functionality
  • Strategy: defines a family of algorithms, encapsulates each one, and makes them interchangeable, letting the algorithm vary independently from clients that use it

SOLID Principles Breakdown

  • Single Responsibility Principle (SRP): a class should have only one reason to change
  • Open-Closed Principle (OCP): classes should be open for extension but closed for modification
  • Liskov Substitution Principle (LSP): objects of a superclass should be replaceable with objects of its subclasses without affecting correctness
  • Interface Segregation Principle (ISP): clients should not be forced to depend on interfaces they do not use
    • Promotes the creation of smaller, more focused interfaces tailored to specific client needs
  • Dependency Inversion Principle (DIP): high-level modules should not depend on low-level modules; both should depend on abstractions
    • Encourages loose coupling between classes and their dependencies

Applying Patterns in Real Code

  • Identify the problem or design challenge in your codebase that could benefit from a pattern
  • Understand the context and constraints of your specific situation before selecting a pattern
  • Adapt the pattern to fit your needs; patterns are not meant to be copied verbatim
  • Refactor existing code incrementally to introduce the pattern, ensuring tests pass at each step
  • Consider the impact on performance, readability, and maintainability when applying patterns
  • Document the rationale behind using a particular pattern to help future maintainers understand the design decisions

Pros and Cons of Using Design Patterns

  • Pros:
    • Provide proven solutions to common design problems, saving time and effort
    • Improve code readability and maintainability by using a shared vocabulary
    • Facilitate communication and collaboration among developers
    • Enable the creation of flexible and extensible architectures
  • Cons:
    • Can introduce unnecessary complexity if applied in simple or inappropriate situations
    • May lead to over-engineering if used excessively or without proper understanding
    • Require additional learning curve for developers unfamiliar with the patterns
    • Can impact performance if not implemented carefully or if applied in performance-critical sections

Wrapping Up and Next Steps

  • Design patterns and principles are essential tools for writing high-quality, maintainable software
  • Understanding when and how to apply patterns is crucial for effective use
  • SOLID principles provide a foundation for creating flexible and extensible designs
  • Practice identifying opportunities to use patterns in your own projects or existing codebases
  • Explore additional patterns beyond the ones covered in this unit (State, Template Method, Proxy)
  • Dive deeper into architectural patterns (MVC, MVVM, Clean Architecture) for structuring larger applications
  • Continue learning and staying updated with new patterns and best practices in the ever-evolving field of software development