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designpattern

A design pattern is a general, reusable solution to a commonly occurring software design problem. It describes a design problem along with a structure and a template for resolving it, including the participants (objects or classes), their responsibilities, and the collaborations that enable the solution. It is not a finished implementation, but a guide that can be adapted to specific languages and contexts.

The concept gained prominence with the 1994 book Design Patterns: Elements of Reusable Object-Oriented Software by

Patterns are typically categorized into creational, structural, and behavioral types. Creational patterns address object creation, with

Using design patterns involves understanding the problem context, evaluating trade-offs, and adapting the pattern to the

Gamma,
Helm,
Johnson,
and
Vlissides.
Since
then,
design
patterns
have
become
a
standard
part
of
software
engineering,
helping
teams
communicate
complex
design
ideas
efficiently
and
reuse
proven
approaches
across
projects.
examples
such
as
Singleton,
Factory
Method,
Abstract
Factory,
Builder,
and
Prototype.
Structural
patterns
deal
with
object
composition
and
interfaces,
including
Adapter,
Decorator,
Facade,
Proxy,
Composite,
Bridge,
and
Flyweight.
Behavioral
patterns
focus
on
object
interaction
and
responsibility
distribution,
such
as
Observer,
Strategy,
Command,
State,
Visitor,
Iterator,
Mediator,
Chain
of
Responsibility,
and
Template
Method.
specific
language
and
requirements.
They
can
improve
code
readability,
flexibility,
and
maintainability,
but
may
introduce
unnecessary
complexity
if
misapplied
or
overused.
Patterns
complement
architectural
styles
and
frameworks,
serving
as
a
catalog
of
reusable
solutions
rather
than
a
one-size-fits-all
prescription.
See
also
design
patterns
in
software
development
and
pattern-oriented
software
development.