Java Design Patterns: Overview
Design patterns are reusable solutions to common software design problems. They provide proven approaches that improve code maintainability, readability, and scalability, while establishing a shared vocabulary for developers to communicate design decisions.
The Three Categories
| Category | Purpose | Patterns Covered |
|---|
| Creational | Control how objects are created | Singleton, Factory Method, Abstract Factory, Builder, Prototype |
| Structural | Manage object composition & relationships | Adapter, Bridge, Composite, Decorator, Facade, Proxy |
| Behavioral | Define how objects communicate & share responsibility | Chain of Responsibility, Observer, Strategy, Command, Template Method |
Creational Patterns at a Glance
| Pattern | Intent | Key Mechanism |
|---|
| Singleton | One instance globally | Private constructor + static accessor |
| Factory Method | Delegate creation to subclasses | Factory method returns interface type |
| Abstract Factory | Create families of related objects | Factory of factories |
| Builder | Step-by-step complex construction | Fluent builder with build() |
| Prototype | Clone existing objects | clone() method |
Structural Patterns at a Glance
| Pattern | Intent | Key Mechanism |
|---|
| Adapter | Make incompatible interfaces compatible | Wraps adaptee, implements target |
| Bridge | Decouple abstraction from implementation | Composition linking two hierarchies |
| Composite | Tree structures with uniform interface | Component interface for leaf + composite |
| Decorator | Add behavior dynamically | Wraps object, extends same interface |
| Facade | Simplify complex subsystem | High-level wrapper methods |
| Proxy | Control access to an object | Same interface, intercepts requests |
Behavioral Patterns at a Glance
| Pattern | Intent | Key Mechanism |
|---|
| Chain of Responsibility | Pass request along handler chain | Linked handlers with next reference |
| Observer | Notify dependents of state change | Subject maintains observer list |
| Strategy | Swap algorithms at runtime | Composition with strategy interface |
| Command | Encapsulate request as object | Command object with execute()/undo() |
| Template Method | Fixed algorithm, customizable steps | Abstract class with final template method |
Design Patterns vs Design Principles
| Concept | What It Is | Examples |
|---|
| Design Principle | General guideline for writing good code | SOLID, DRY, KISS, YAGNI |
| Design Pattern | Specific, proven solution template for a recurring problem | Singleton, Factory, Observer |
Patterns often implement one or more principles — for example, the Strategy pattern applies the Open/Closed Principle and Dependency Inversion.
When to Use Design Patterns
- DO use patterns when you recognize a recurring design problem they solve
- DO use patterns to communicate intent clearly with your team
- DON'T force patterns into every problem — simplicity beats cleverness
- DON'T over-engineer with patterns when a straightforward solution works
"Design patterns should be used to simplify code, not to complicate it."