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tldr

PatternStrong PointsWeaknessesWhen to UseProblem SolvedComparison
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.

  1. Adapter:
  • Focuses on making two incompatible interfaces compatible.
  • Can introduce complexity if overused but is useful when integrating third-party or legacy code.
  1. 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.
  1. 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.
  1. Facade:
  • Hides the complexities of a subsystem and provides a simplified interface.
  • Risk of losing flexibility as the internal subsystem becomes hidden.
  1. 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.
  1. 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.
  1. Singleton:
  • Ensures that a class has only one instance and provides a global point of access.
  • Can make unit testing harder and hide dependencies.
  1. Strategy:
  • Defines a family of interchangeable algorithms, allowing behavior to change at runtime.
  • May introduce complexity if too many strategies are defined.