image title

Software Design Patterns – A Short, Practical Guide

Ever bumped into terms like “observer,” “facade,” or “factory pattern” and felt they sounded more like building parts than programming concepts? In this post, we’ll break down some of the most common design pattern you might already be using without realizing it.

When developers talk about “writing clean code” or “building good architecture,” it often sounds like a mix of buzzwords and abstract theory. But a lot of it boils down to something very practical: knowing design patterns and how to use them well.

Design patterns aren’t magic formulas. They’re just tried-and-true ways of solving problems that developers have been running into for decades. Learning them will not only make your day-to-day coding easier and more maintainable, but it can also seriously boost your confidence in technical discussions and interviews.

In this article, we’ll go through some of the most common ( probably 90% of them ) software design patterns in a short and digestible format. By the end, you’ll have a cheat sheet you can keep in your back pocket that useful both when you’re deep in a project and when you’re getting ready for interviews and need to refresh your knowledge.

#Pattern Categories at a Glance

Before we dive into the specific patterns, it helps to know that most design patterns fall into a few main categories. Think of these as “categories” of solutions and each category focuses on a different type of problem you might face when building software.

#Creational Patterns

Focus on object creation mechanisms, optimizing how objects are created and managed.

  • Singleton: Ensures a class has only one instance and provides a global point of access.
  • Factory Method: Defines an interface for creating an object, but lets subclasses decide which class to instantiate.
  • Abstract Factory: Creates families of related or dependent objects without specifying their concrete classes.
  • Builder: Separates construction of a complex object from its representation, allowing different representations.
  • Prototype: Creates new objects by cloning an existing object.

Extendeded explanation you can find in this article

#Structural Patterns

Deal with object composition and relationships to form larger structures.

  • Adapter: Allows incompatible interfaces to work together by converting one interface into another.
  • Decorator: Adds behavior to objects dynamically without affecting other objects of the same class.
  • Facade: Provides a simplified interface to a complex subsystem.
  • Proxy: Controls access to an object, adding a layer for additional functionality like lazy loading or access control.
  • Composite: Composes objects into tree structures to represent part-whole hierarchies.
  • Flyweight: Reduces memory usage by sharing as much data as possible with similar objects.

Extendeded explanation you can find in this article

#Behavioral Patterns

Focus on communication between objects and how they interact.

  • Observer: Defines a one-to-many dependency so that when one object changes state, its dependents are notified automatically.
  • Strategy: Defines a family of algorithms, encapsulates each one, and makes them interchangeable.
  • Command: Encapsulates a request as an object, allowing parameterization and queuing.
  • Iterator: Provides a way to access elements of a collection sequentially without exposing its underlying representation.
  • State: Allows an object to change its behavior when its internal state changes.
  • Chain of Responsibility: Passes a request along a chain of handlers until one handles it.
  • Mediator: Defines an object that encapsulates how a set of objects interact.
  • Visitor: Separates an algorithm from the object structure it operates on.

Extendeded explanation you can find in this article

#Concurrency Patterns

Help manage parallelism and asynchronous operations.

  • Queue (Producer–Consumer): Separates task producers and consumers using a queue, allowing asynchronous processing and workload balancing.
  • Thread Pool: Uses a fixed set of worker threads to execute multiple tasks efficiently, avoiding the overhead of creating new threads.
  • Reactor: Handles service requests concurrently by dispatching events to registered handlers; foundational for Node.js event loop.
  • Future / Promise: Represents a value that will be available in the future, allowing non-blocking asynchronous operations.
  • Saga Pattern: Manages long-running distributed transactions by executing steps independently and using compensating actions on failure.

Extendeded explanation you can find in this article

#Architectural Patterns

Broader patterns that guide overall system architecture.

  • Model-View-Controller (MVC): Separates application logic, UI, and input.
  • Microservices: Breaks an app into small, loosely coupled services.
  • Event-Driven Architecture: Components communicate via events.
  • Layered (n-tier) Architecture: Divides system into layers with specific responsibilities.
  • CQRS (Command Query Responsibility Segregation): Separates read and write models.
  • Event Sourcing: Stores system state as a sequence of events.

Random things I built,
develop
and care about

Because spending countless hours debugging and perfecting something no one asked for is definitely my idea of fun. 🤷🏻‍♂️