Design patterns are reusable solutions to commonly occurring problems in software design. By implementing design patterns, developers can structure their code for better organization, readability, and maintainability.
The Singleton pattern ensures that a class has only one instance, and provides a global point of access to that instance.
This is useful in scenarios where you need a single instance of an object, such as a database connection or a configuration object.
The Factory pattern is used to create objects without exposing the creation logic to the client.
This allows for greater flexibility in object creation and reduces the amount of code required to create objects.
The Observer pattern is used to define a one-to-many relationship between objects, where one object (the subject) notifies its observers of any state changes.
This is useful in scenarios where you need to notify multiple objects of state changes, such as in event handling.
The Decorator pattern allows you to add functionality to an object dynamically without changing its original structure.
This is useful when you need to add functionality to an object at runtime.
The Module pattern is used to encapsulate code and provide a way to create private and public properties and methods.
This is useful when you need to prevent conflicts with other code and maintain code separation.
The Command pattern encapsulates a request as an object, thereby allowing you to parameterize clients with different requests, queue or log requests, and support undoable operations.
This is useful when you need to decouple an object making a request from the object that receives and executes the request.