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Since there are a lot of misconceptions and some controversy about real-world use cases and the benefits of Design Patterns, I've decided to create this repository where I'll develop and share some implementations of them. Each pattern will have a README file with a components relationship diagram and explanations about it.

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j-didi/real-world-design-patterns

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Real-World Design Patterns

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Introduction

In software engineering, Design Patterns are typical solutions to commonly occurring problems. They propose well-defined, decoupled, reusable, easily testable, and extensible software components. The idea was introduced in the Architecture area and then adapted for software engineering by the legendary Gang-of-Four (GoF).

Benefits

  • Already validated and documented solutions
  • A common vocabulary for the team
  • Maintainability, testability, reuse, and more

Motivation

Since there are a lot of misconceptions and some controversy about real-world use cases and the benefits of Design Patterns, I've decided to create this repository where I'll develop and share some implementations of them. Each pattern will have a README file with a components relationship diagram and explanations about it.

Language

The code will be in C#, but the concept is language agnostic. Some languages make it easier to implement some patterns, Kotlin, for example, has a Singleton native implementation with object modifier, and Python has a native Decorator. On the other hand, languages that don't have interfaces need some workaround with abstract classes. But at the end of the day, each one can deliver the same results.

Patterns

Behavioral

Creational

Structural

SOLID

In 2000 Robert C. Martin (a.k.a. Uncle Bob) published the Design Principles and Design Patterns paper. In this paper, he introduced the SOLID principles. Resuming, they are five principles that make software designs more understandable, flexible, and maintainable.

Single Responsibility Principle - SRP

The patterns suggest using dedicated components instead of multipurpose ones. In Strategy Pattern, for example, each strategy is responsible for itself and should not know about others. SRP has a similar approach, proposing that each component should have only one reason to change.

Open-Closed Principle - OCP

The OCP quotes that a software module should be open for extension but closed for modification. The Decorator and other patterns do that. With Decorator, you can extend your software component's behaviors without touching implementation.

Liskov Substitution Principle - LSP

While using the patterns, you will notice constant care about polymorphism, inheritance, and composition. Good use of these principles will simplify the understanding of LSP because when you make good use of these concepts, each component could be replaceable for a parent without extra conditions.

Interface Segregation Principle - ISP

Separation of Concerns and Encapsulation are recurrent concerns in the patterns. Favor a decoupled, focused communication between the components is the Mediator's intent. So, keeping a module free from dependencies that he doesn't need, as ISP proposes, occurs naturally.

Dependency Inversion Principle - DIP

DIP says that a software module should depend upon abstractions instead of implementation details. Similarly, the patterns favor Contract-Based Communications between components. The Rules Engine pattern, for instance, abstracts low-level rules implementation details from the service that is validating the operation. The service only needs to know that he must apply some rules. The details about how many rules or what is validated don't matter for him.

About

Since there are a lot of misconceptions and some controversy about real-world use cases and the benefits of Design Patterns, I've decided to create this repository where I'll develop and share some implementations of them. Each pattern will have a README file with a components relationship diagram and explanations about it.

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