ProgramGuru

Choosing Design Patterns

Choose a pattern from a real problem

A pattern choice needs a reason

ProblemName the recurring difficulty
ResponsibilityLocate what changes and what is shared
StructureChoose a suitable simple boundary
EvidenceTest the promised behaviour
Problem → responsibility → simplest suitable structure → validated behaviour.

A design pattern describes a recurring problem and a useful arrangement of responsibilities. It is a vocabulary for reasoning, not a requirement to make every program look the same. Begin with what is changing, what must stay correct and where the failure boundary lies.

This group covers the 23 classic object-oriented patterns, four application patterns and 15 service/system patterns. These are a broad established catalog, not a measured popularity ranking. Some, such as Interpreter or Visitor, fit specialized problems; you can return to them when that problem appears.

What you’ll learn

  • Separate object creation, object structure and behaviour from service-level failure patterns.
  • Choose a pattern because it solves a specific problem and compare the simpler alternative.
  • Use related lessons to connect code responsibilities with system guarantees.

Read the examples one responsibility at a time

An object groups related values and operations. A method is an operation provided by that object. A class describes a way to create related objects; a constructor sets up a new instance. A supplied function can also represent a small interchangeable behaviour.

The JavaScript examples use console.log to show results. An arrow function is a concise way to write a function; true and false are boolean values. A Map holds values under keys. Focus first on who calls whom and who owns the state, then inspect the syntax in the small example.

The code output is shown directly below each example. These examples can be run in a current JavaScript environment, but local success does not verify a real network, database or concurrency contract. The lesson explains that boundary separately.

Creational patterns: decide how objects come into existence

These patterns address construction choices and ownership. Learn Factory Method, Abstract Factory and Builder when creation genuinely varies; read Prototype for copying and Singleton with careful scope and lifetime boundaries.

Structural patterns: make collaboration explicit

These patterns arrange objects and interfaces. Compare Adapter and Bridge before choosing a wrapper; they solve different extension problems. Facade simplifies a subsystem, while Composite models a nested structure.

Behavioral patterns: coordinate actions and variation

These patterns describe how work is chosen, delegated, announced or revisited. Strategy, Observer, State and Command are useful starting comparisons. Iterator, Template Method and Chain of Responsibility make traversal and sequences explicit. The more specialized patterns remain available when their problem fits.

Application patterns: make ownership and assembly explicit

These patterns are commonly taught alongside the classic catalog. They connect construction, domain access, transaction boundaries and presentation. They are distinct from the 23-pattern classic list.

Service patterns: name the data and failure boundary

Moving work between services adds network, data and lifecycle responsibilities. These lessons explain the mechanisms behind frequently used approaches rather than treating product names as guarantees. Existing sections in the component and architecture lessons remain in place.

Choose the useful level of the pattern

Objects or services?

Report types and delivery channels need independent extension.
A worker can crash after sending a charge but before acknowledgement.

Compare the visible consequences. With JavaScript enabled, choose an option in each scenario to assemble your decision record.

This is an exploratory design exercise. It does not run infrastructure, measure capacity or replace the lesson’s quiz.

A code structure and a distributed recovery mechanism can collaborate without providing the same guarantee.

Two similar-sounding problems need different boundaries. Decide which responsibility the design must actually control.

Check your pattern reasoning

What should justify choosing a design pattern?
Choose one answer. You can try again.

Answer and explanation

A clear problem and responsibility that the pattern addresses.

The structure should solve a real need with understandable costs.

Practice one pattern against one concrete requirement

Start with Factory Method for a creation extension, Adapter for an existing mismatch, Strategy for a variable algorithm, or Outbox for a durable publication gap.

The classic catalog is described by the publisher’s Design Patterns book listing; service patterns are documented in Microsoft’s architecture catalog. This course uses original examples. Continue with small experiments and further reading to test the mechanism rather than only drawing it.

Reaching the recap and completing the quizzes are separate milestones.

    Next lesson: Factory Method Pattern →