Many a time when you design or implement solutions for a software system, you get the feeling of dij` vu.
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Even though this may sound too extreme, it is undeniable that parts of different software systems may share similar aspects. With software design going the assembly line way, reusability has become an important criterion in software design
A pattern is a commonly occurring reusable piece in software system that provides a certain set of functionality. The identification of a pattern is also based on the context in which it is used. So, using patterns in modeling of systems helps in keeping design standardized and more importantly, minimizes the reinventing of the wheel in the system design. This article is all about patterns; especially design patterns.
Over the previous articles in this series, we explored the different UML diagrams and learned how to model each of the diagrams in a case study application. Building on this background we will see how to leverage the usefulness of well-known patterns to make application designing a lot easier.
To sum up, a pattern should have the following characteristics:
Useful solution
Reusable
Contextual
Design Patterns:
Since a system is made up of static as well as dynamic elements, you will find patterns that can be used for either of these types. For static elements of a system especially the architecture and design of a system, there are design patterns - the focus of this article. The dynamic aspects of a system are abstracted and captured as process patterns. But patterns are not limited to this. Patterns can be abstracted for the implementation aspects of a system as well.
Based on how they are to be used, patterns are primarily categorized as:
Creational
Structural
Behavioral
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