π Table of Contents
1. [π Executive Summary](#-executive-summary)
π― Main Topics Covered
- Executive Summary
π Executive Summary
Document: Object-Oriented Design Patterns
Type: Technical Documentation
Reading Time: ~20 min
Last Updated: December 2025
π Quick Stats
| Metric | Value |
|---|---|
| Total Patterns | 23 Gang of Four patterns |
| Categories | Creational (5), Structural (7), Behavioral (11) |
| Code Examples | 30+ implementations |
| UML Diagrams | 25+ visual representations |
| Languages | Java, Python, C++ examples |
π― Main Patterns Covered
Creational Patterns (5):
- Singleton β Ensure single instance
- Factory Method β Object creation interface
- Abstract Factory β Family of objects
- Builder β Complex object construction
- Prototype β Clone existing objects
Structural Patterns (7): 6. Adapter β Interface compatibility 7. Bridge β Separate abstraction from implementation 8. Composite β Tree structures 9. Decorator β Dynamic behavior addition 10. Facade β Simplified interface 11. Flyweight β Share common state 12. Proxy β Control access
Behavioral Patterns (11): 13. Chain of Responsibility β Request handling chain 14. Command β Encapsulate requests 15. Iterator β Sequential access 16. Mediator β Centralized communication 17. Memento β State snapshots 18. Observer β Event notification 19. State β Object state behavior 20. Strategy β Interchangeable algorithms 21. Template Method β Algorithm skeleton 22. Visitor β Operations on elements 23. Interpreter β Language grammar
π‘ What Youβll Learn
- Recognize when and why to apply each design pattern
- Understand the problem each pattern solves
- Implement patterns in object-oriented languages
- Identify anti-patterns and code smells
- Refactor legacy code using design patterns
- Balance pattern usage (avoid over-engineering)
- Communicate design decisions using pattern vocabulary
- Apply patterns in real-world system architecture
π Prerequisites
- Solid OOP fundamentals (classes, inheritance, polymorphism, encapsulation)
- Experience with at least one OOP language (Java/C++/Python/C#)
- Understanding of interfaces and abstract classes
- Basic UML diagram reading skills
- Familiarity with software design principles (SOLID)
π₯ Target Audience
β
Software Engineers β Writing maintainable, scalable code
β
Interview Candidates β Preparing for system design interviews
β
Tech Leads β Establishing team coding standards
β
Architects β Designing large-scale systems
β
Code Reviewers β Identifying improvement opportunities
π Learning Path
Beginner β Start with Singleton, Factory, Observer, Strategy (most common)
Intermediate β Add Decorator, Adapter, Template Method, Command
Advanced β Master Composite, Flyweight, Visitor, Interpreter
π Key Principle
βDesign patterns are solutions to recurring problems in software design.β
They provide a shared vocabulary and proven approaches, but should be applied judiciouslyβnot forced into every situation.
Design Patterns
Concepts, examples, and anti-patterns.