View this PageEdit this PageAttachments to this PageHistory of this PageHomeRecent ChangesSearch the SwikiHelp Guide
Hotspots: Admin Pages | Turn-in Site |
Current Links: Cases Final Project Summer 2007

Discussion 2 - Colin Gillens

According to Sanjeev Sureshchandra Vadhavkar software design patterns are divided into the following categories defined here. Creational patterns concern the process of object creation. Structural patterns deal with the composition of classes or objects. Behavioral patterns characterize the ways in which classes or objects interact and distribute responsibility.

Creational

The virtue of creational design patterns rests with a focus on a system of interacting objects independent of how the objects themselves are created.

Structural

A goal of structural design patterns is to uncover new functionality in objects or classes through interactions afforded them through inheritance, interfaces, and implementations.

Behavioral

The concentration of behavioral design patterns is on the assignment of responsibilities of objects governing their interactions and communications.

One design pattern that I have utilized in past programming because of its ease of use and simplification of code is the Singleton Pattern. This design pattern cleans up code by ensuring continuity in the use of a particular object. One trap that novice programmers get caught up in is creating a static object which holds data or references to other objects that need to exist beyond the scope of their creating object. The problem with not using the Singleton Design Pattern to accomplish this task is that the programmer is forced to pass around an object outside of its intended scope which erodes portability of classes and re-use of objects. The Singleton Design Pattern guarantees that only a signal instance of a particular class will exist within a program. Global access to that single class is provided to ensure continuity, real time persistence, and ease of access.

Sources


Link to this Page