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Understanding Essential Design Patterns in Low-Level Design

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Introduction to Design Patterns

In the realm of software engineering, design patterns serve as crucial templates for solving common programming problems. This guide will delve into four fundamental design patterns, emphasizing their implementations and practical applications in low-level design.

The first video introduces the basics of Low-Level Design, laying the groundwork for understanding these vital patterns.

Singleton Design Pattern

The Singleton design pattern is categorized as a creational pattern, specifically aimed at ensuring that a class has only one instance while providing a global access point to that instance. Here are the primary components and characteristics of the Singleton pattern:

  • Private Constructor: The constructor is private, preventing external instantiation.
  • Static Instance: A static member variable within the class holds the sole instance of the class.
  • Static Method: A public static method allows access to this instance, typically creating it upon the first call and returning the same instance on subsequent calls.
  • Lazy Initialization (optional): Instances can be created when first requested (lazy initialization), or during class loading (eager initialization). Lazy initialization is often preferred for resource management.

Example implementation:

public class Singleton {

private static Singleton instance;

// Private constructor to prevent instantiation

private Singleton() {

}

// Public static method to retrieve the instance

public static Singleton getInstance() {

if (instance == null) {

instance = new Singleton(); // Lazy initialization

}

return instance;

}

}

Common use cases for the Singleton pattern include:

  • Database Connections: Managing a single database connection to avoid unnecessary resource consumption.
  • Thread Pools: Creating a centralized thread pool for concurrent processing.
  • Logging: Centralizing logging activities to allow consistent event and error recording throughout the application.

Factory Design Pattern

The Factory Design Pattern is another important creational design pattern that provides a structured approach to object creation, particularly useful when an application needs to manage multiple types of objects.

Here's a basic example with an abstract Shape interface:

public interface Shape {

void draw();

}

Concrete implementations of the Shape interface include Circle, Rectangle, and Triangle:

public class Circle implements Shape {

@Override

public void draw() {

System.out.println("Drawing a Circle");

}

}

public class Rectangle implements Shape {

@Override

public void draw() {

System.out.println("Drawing a Rectangle");

}

}

public class Triangle implements Shape {

@Override

public void draw() {

System.out.println("Drawing a Triangle");

}

}

The ShapeFactory class is responsible for creating different shapes based on user input or other criteria:

public class ShapeFactory {

public Shape getShape(String shapeType) {

if (shapeType == null) {

return null;

}

if (shapeType.equalsIgnoreCase("CIRCLE")) {

return new Circle();

} else if (shapeType.equalsIgnoreCase("RECTANGLE")) {

return new Rectangle();

} else if (shapeType.equalsIgnoreCase("TRIANGLE")) {

return new Triangle();

}

return null;

}

}

The factory simplifies the creation process, abstracting the details of shape instantiation.

The second video discusses the steps and resources necessary for beginners to learn Low-Level Design, further illustrating the principles of the Factory pattern.

Builder Design Pattern

The Builder Design Pattern is a creational pattern designed to construct complex objects incrementally. This pattern allows for creating various configurations of the same object type, enhancing flexibility and readability.

Consider the Phone class, which represents a complex object with attributes such as OS, RAM, and battery capacity:

public class Phone {

private String OS;

private int ram;

private int battery;

public Phone(String OS, int ram, int battery) {

this.OS = OS;

this.ram = ram;

this.battery = battery;

}

// Getters and setters omitted for brevity

}

Initially, a Phone object may be created with hardcoded values:

public class Shop {

public static void main(String[] args) {

Phone myPhone = new Phone("Android", 4, 3000);

// Print phone details

}

}

However, a PhoneBuilder class can streamline the creation of Phone objects:

public class PhoneBuilder {

private String OS;

private int ram;

private int battery;

public PhoneBuilder setOS(String OS) {

this.OS = OS;

return this;

}

public PhoneBuilder setRam(int ram) {

this.ram = ram;

return this;

}

public PhoneBuilder setBattery(int battery) {

this.battery = battery;

return this;

}

public Phone getPhone() {

return new Phone(OS, ram, battery);

}

}

This allows for a more readable construction process:

public class Shop {

public static void main(String[] args) {

PhoneBuilder phoneBuilder = new PhoneBuilder();

Phone myPhone = phoneBuilder

.setOS("Android")

.setRam(4)

.setBattery(3000)

.getPhone(); // Build the Phone object

}

}

Advantages of the Builder approach include:

  • Improved Readability: The builder's descriptive method names enhance clarity.
  • Elimination of Order Dependency: Attributes can be set in any order, reducing confusion.
  • Optional Parameters Handling: Optional attributes can be managed cleanly.
  • Reduced Constructor Overloads: Simplifies code management by avoiding multiple constructors.
  • Facilitates Complex Object Creation: Simplifies the construction of objects requiring many parameters.

Strategy Design Pattern

The Strategy Design Pattern is a behavioral pattern that defines a family of algorithms, encapsulates each one, and makes them interchangeable. This allows clients to select an algorithm at runtime without modifying existing code.

Components of the Strategy Pattern include:

  • Context: The class that holds a reference to the strategy interface and invokes its methods.
  • Strategy: The interface that defines the family of algorithms.
  • ConcreteStrategy: Classes implementing the Strategy interface, each providing a unique algorithm.

Here’s a simple Java example demonstrating the Strategy Pattern with a payment system:

interface PaymentStrategy {

void pay(int amount);

}

class CreditCardPayment implements PaymentStrategy {

@Override

public void pay(int amount) {

System.out.println("Paid " + amount + " using Credit Card.");

}

}

class PayPalPayment implements PaymentStrategy {

@Override

public void pay(int amount) {

System.out.println("Paid " + amount + " using PayPal.");

}

}

class ShoppingCart {

private PaymentStrategy paymentStrategy;

public void setPaymentStrategy(PaymentStrategy paymentStrategy) {

this.paymentStrategy = paymentStrategy;

}

public void checkout(int amount) {

paymentStrategy.pay(amount);

}

}

In the client code:

public class StrategyPatternExample {

public static void main(String[] args) {

ShoppingCart cart = new ShoppingCart();

cart.setPaymentStrategy(new CreditCardPayment());

cart.checkout(100);

cart.setPaymentStrategy(new PayPalPayment());

cart.checkout(150);

}

}

This pattern fosters flexibility by enabling new algorithms to be added without altering existing code.

Conclusion

Thank you for exploring these essential design patterns in low-level design. If you found this information beneficial, please consider following and supporting my work.

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