Intro to Design Patterns
Part of the Object Oriented Programming section of Coddy's Dart journey — lesson 89 of 110.
Design patterns are proven solutions to common problems that developers encounter repeatedly when building software. Rather than reinventing the wheel each time, you can apply these established templates to solve similar challenges in a consistent, maintainable way.
Think of design patterns as recipes. Just as a chef doesn't invent a new way to make bread every time, programmers use patterns that have been refined over decades. These patterns leverage the OOP concepts you've already learned - classes, inheritance, interfaces, and polymorphism - and combine them in specific ways to solve particular problems.
Design patterns are typically grouped into three categories:
| Category | Purpose | Examples |
|---|---|---|
| Creational | How objects are created | Singleton, Factory |
| Structural | How objects are composed | Adapter, Decorator |
| Behavioral | How objects communicate | Observer, Strategy |
In the upcoming lessons, you'll learn specific patterns from each category. Each pattern addresses a distinct problem: ensuring only one instance of a class exists, creating objects without specifying exact classes, or allowing objects to notify others of changes. Understanding when and why to use each pattern is just as important as knowing how to implement it.
Challenge
EasyLet's build a simple problem-solving system that demonstrates how design patterns organize code by category! You'll create a structure that classifies different software challenges and suggests which type of pattern might help solve them.
You'll organize your code into two files:
patterns.dart: Create an enum calledPatternCategorywith three values:creational,structural, andbehavioral. Each should have aString descriptionfield explaining its purpose:creational: "Handles object creation"structural: "Handles object composition"behavioral: "Handles object communication"
Problemthat represents a software challenge. It should have aString namefield and aPatternCategory categoryfield. Include a methodsuggest()that returns a string in the format:[name] -> Use a [category description] patternmain.dart: Import your patterns file and demonstrate how different problems map to different pattern categories. Create threeProbleminstances:- A problem named
Ensure single database connectionwith categorycreational - A problem named
Make old API work with new systemwith categorystructural - A problem named
Notify users when data changeswith categorybehavioral
suggest()on each problem and print the results.- A problem named
This challenge helps you see how design patterns are categorized by the type of problem they solve - a key concept as you begin learning specific patterns in the upcoming lessons!
Expected output:
Ensure single database connection -> Use a Handles object creation pattern
Make old API work with new system -> Use a Handles object composition pattern
Notify users when data changes -> Use a Handles object communication patternCheat sheet
Design patterns are proven solutions to common programming problems. They are templates that combine OOP concepts (classes, inheritance, interfaces, polymorphism) in specific ways.
Design patterns are grouped into three categories:
| Category | Purpose | Examples |
|---|---|---|
| Creational | How objects are created | Singleton, Factory |
| Structural | How objects are composed | Adapter, Decorator |
| Behavioral | How objects communicate | Observer, Strategy |
Try it yourself
import 'patterns.dart';
void main() {
// TODO: Create three Problem instances:
// 1. name: "Ensure single database connection", category: creational
// 2. name: "Make old API work with new system", category: structural
// 3. name: "Notify users when data changes", category: behavioral
// TODO: Call suggest() on each problem and print the results
}
This lesson includes a short quiz. Start the lesson to answer it and track your progress.
All lessons in Object Oriented Programming
1Fundamentals of OOP
External FilesLibraries & ImportsIntroduction to OOPClasses vs ObjectsThe this KeywordMethodsInstance VariablesConstructor BasicsRecap - Simple Calculator4Null Safety
Intro to Null SafetyNullable vs Non-NullableThe ? and ! OperatorsLate Keyword & Null SafetyNull-Aware OperatorsNull Safety in ClassesRecap - User Profile System7Abstract Classes & Interfaces
Abstract ClassesAbstract MethodsInterfaces in DartImplicit InterfacesImplementing vs ExtendingMultiple InterfacesRecap - Shape Calculator10Collections & Generics
List, Set, Map OverviewType-Safe CollectionsGeneric ClassesGeneric MethodsGeneric ConstraintsIterable & IteratorRecap - Generic Storage13Advanced OOP Concepts
Composition vs InheritanceExtension MethodsCallable ClassesSealed Classes (Dart 3)Records (Dart 3)Patterns & Matching (3.0)Enums with Methods16Project: Library Management
Project OverviewBook and User Classes2Constructors in Dart
Default ConstructorNamed ConstructorsInitializer ListsConstant ConstructorsFactory ConstructorsRedirecting ConstructorsRecap - Shape Builder5Encapsulation
Public vs Private MembersThe _ Prefix ConventionLibrary-Level PrivacyGetters & Setters DepthInformation HidingRecap - Student Records8Mixins
Introduction to MixinsCreating MixinsUsing Multiple Mixinson Keyword in MixinsMixin vs InheritanceMixin vs InterfaceRecap - Animal System11Special Methods
toString() OverridehashCode & == OverrideComparable Interfacecall() MethodnoSuchMethod OverrideRecap - Custom Collection14Design Patterns Part 1
Intro to Design PatternsSingleton PatternFactory PatternObserver PatternStrategy Pattern3Class Properties
Instance vs Static MembersFinal & Const FieldsLate VariablesStatic Methods & FieldsGetters and SettersRecap - Bank Account Manager6Inheritance
Basic InheritanceThe super KeywordMethod OverridingThe @override AnnotationThe final Class KeywordConstructors & InheritanceRecap - Employee Hierarchy9Polymorphism
Polymorphism BasicsPolymorphism via InterfacesRuntime Type CheckingThe is & as OperatorsCovariant KeywordRecap - Payment Processor