tldr
| Pattern | Strong Points | Weaknesses | When to Use | Problem Solved | Comparison |
|---|---|---|---|---|---|
| Adapter | - Allows incompatible interfaces to work together. - Improves code reusability. - Provides a way to integrate third-party classes. | - Can introduce complexity if overused. - May make the code harder to maintain. | - When you need to adapt an existing class/interface to another one. - When integrating third-party libraries or legacy code. | - Solves the problem of incompatible interfaces by converting one interface to another. | - Unlike the Facade pattern (which simplifies interaction), Adapter transforms one interface into another. |
| Builder | - Separates the construction process from the final product. - Makes the code more readable and maintainable. - Can be used for complex objects with multiple configuration options. | - Can lead to excessive class creation if there are many variants. - Overuse may make code unnecessarily complex. | - When creating complex objects that require step-by-step construction. - When object creation involves multiple optional configurations. | - Solves the problem of constructing complex objects without exposing the construction logic. | - In contrast to Factory Method (which creates objects in one go), Builder breaks the creation process into distinct, manageable steps. |
| Decorator | - Adds functionality dynamically without altering the original object. - Supports the Open/Closed Principle (open for extension, closed for modification). - More flexible than subclassing. | - Can result in an excessive number of small classes, complicating maintenance. - Might introduce complexity if used extensively. | - When you need to add responsibilities or features to objects without modifying their code. - When you want to avoid subclassing and prefer flexible runtime behavior changes. | - Solves the problem of extending an object’s behavior dynamically, without affecting other objects. | - Unlike Strategy (which changes behavior by swapping algorithms), Decorator adds functionality to objects. |
| Facade | - Simplifies interactions with complex subsystems. - Provides a unified interface to a set of interfaces. - Reduces dependencies between client and complex subsystem. | - May obscure necessary details, making debugging harder. - Can hide flexibility of the subsystem behind a simple facade. | - When you need to provide a simplified interface to a complex system. - When you want to reduce the complexity of interacting with multiple subsystems. | - Solves the problem of complexity in a system by providing a simplified, high-level interface. | - Facade hides internal subsystem complexity, while Adapter allows compatibility between incompatible interfaces. |
| Factory Method | - Promotes loose coupling between client and product classes. - Encapsulates object creation logic. - Makes the code more flexible by deferring object instantiation to subclasses. | - Can result in a proliferation of factory classes. - May lead to excessive indirection. | - When you need to instantiate different types of objects, but want to defer instantiation to subclasses. - When object creation needs to be abstracted for flexibility. | - Solves the problem of object creation, allowing subclasses to decide which class to instantiate. | - Unlike Abstract Factory (which creates families of related products), Factory Method creates objects of one class hierarchy. |
| Observer | - Facilitates a decoupled, one-to-many relationship between objects. - Supports event-driven programming. - Allows for easy notification of state changes in an object. | - Can result in memory management issues if observers are not properly deregistered. - May create unexpected dependencies. | - When one object (the subject) needs to notify many dependent objects (observers) about changes. - When implementing event-driven systems or notification mechanisms. | - Solves the problem of notifying multiple objects when a subject changes its state. | - Observer focuses on communication between objects via events, while Strategy focuses on changing behavior by swapping algorithms. |
| Singleton | - Ensures that a class has only one instance. - Provides a global point of access to that instance. - Useful for managing shared resources. | - Makes unit testing difficult. - Can lead to hidden dependencies. - Makes the code harder to extend and maintain over time. | - When you need to ensure that a class has only one instance across the system. - When you need a global access point to an object. | - Solves the problem of ensuring a single, globally accessible instance of a class. | - Unlike Factory (which creates multiple instances), Singleton ensures that only one instance exists and is shared. |
| Strategy | - Allows algorithms to be swapped dynamically at runtime. - Promotes the Open/Closed Principle by allowing new behaviors to be added without altering the client. - Makes code easier to maintain by separating concerns. | - Can result in an increased number of classes (one for each strategy). - May introduce unnecessary complexity if not used properly. | - When you need to define a family of algorithms, and make them interchangeable. - When you need to change an object’s behavior at runtime based on specific conditions. | - Solves the problem of changing behavior or algorithms dynamically without altering the client code. | - Unlike Decorator (which adds functionality), Strategy changes the way an object behaves based on the selected algorithm. |
- Adapter:
- Focuses on making two incompatible interfaces compatible.
- Can introduce complexity if overused but is useful when integrating third-party or legacy code.
- Builder:
- Ideal for constructing complex objects step-by-step, especially with many optional parameters.
- Can result in too many classes if many variants are needed.
- Decorator:
- Provides a flexible way to add new responsibilities to objects at runtime, without modifying the original object.
- Can lead to class proliferation if used excessively.
- Facade:
- Hides the complexities of a subsystem and provides a simplified interface.
- Risk of losing flexibility as the internal subsystem becomes hidden.
- Factory Method:
- Helps to decouple the creation of objects from their usage by defining a common interface for object creation.
- Can lead to a proliferation of factory classes.
- Observer:
- Enables a one-to-many dependency relationship where one object notifies many others about changes in its state.
- Can cause memory management problems if observers are not deregistered properly.
- Singleton:
- Ensures that a class has only one instance and provides a global point of access.
- Can make unit testing harder and hide dependencies.
- Strategy:
- Defines a family of interchangeable algorithms, allowing behavior to change at runtime.
- May introduce complexity if too many strategies are defined.