Programming Concepts - Design Patterns (Creational, Structural and Behavioral)
Summary
TLDRIn this video, Alex Forsyth introduces the concept of design patterns in computer science, drawing parallels with city planning. He explains how these patterns, categorized into creational, structural, and behavioral, can be applied to object-oriented programming to solve problems efficiently. Creational patterns focus on object instantiation, structural patterns on combining objects to form larger structures, and behavioral patterns on the interaction between objects. The video aims to provide a foundational understanding of these patterns, with individual patterns to be explored in future videos.
Takeaways
- 📚 The video discusses the concept of design patterns, popularized by the book 'Design Patterns: Elements of Reusable Object-Oriented Software', commonly referred to as the 'Gang of Four' book.
- 🏛️ Design patterns are categorized into three main types: creational, structural, and behavioral, each serving different purposes in object-oriented programming.
- 💧 An example of a creational pattern is the factory method, which provides a way to create objects without specifying the exact class of object that will be created.
- 🐅 The factory method can be used to create a common interface for creating different types of objects, such as various kinds of animals, without redefining properties and methods for each type.
- 🚢 Another example given is the use of a logistics interface object to handle different types of shipping operations, like shipping by boat or by truck, which illustrates the application of design patterns in real-world scenarios.
- 🧱 Structural patterns focus on composing structures by identifying simple ways to build complex systems out of objects that interact with one another.
- 🔄 Behavioral patterns are concerned with the interactions between objects, such as how a 'bottled water' object interacts with an 'Alex' object, affecting properties like thirst levels.
- 🔑 The video emphasizes the advantages of using design patterns in programming, such as reusability and the ability to solve common problems efficiently.
- 🔍 The speaker, Alex Forsyth, uses the analogy of city planning to explain the application of design patterns in object-oriented programming, suggesting a structured approach to problem-solving.
- 🎯 The video aims to introduce the concept of design patterns and their importance in programming, with a promise to cover individual patterns in more detail in future videos.
- 👋 The script concludes with a friendly sign-off, wishing the viewers a great day and encouraging them to enjoy the content.
Q & A
What is the main topic discussed in the video script?
-The main topic discussed in the video script is design patterns in computer science, specifically their application in object-oriented programming.
What is the origin of the term 'design patterns' in computer science?
-The term 'design patterns' in computer science was popularized by a book often referred to as the 'Gang of Four' book, which categorized different design patterns.
What are the three categories of design patterns mentioned in the script?
-The three categories of design patterns mentioned are creational, structural, and behavioral.
What is an example of a creational design pattern mentioned in the script?
-An example of a creational design pattern mentioned is the factory method, which provides a template for creating objects.
How does the factory method help in object creation?
-The factory method helps in object creation by providing an interface for creating objects, allowing for the creation of different versions of objects without redefining their properties and methods each time.
What is the purpose of structural design patterns?
-Structural design patterns are used to create new objects by combining existing objects, allowing for the building of larger structures from smaller components.
Can you provide an example of how structural design patterns work?
-An example of structural design patterns is assembling a bottle of water using separate objects for the plastic bottle, the water, and the cap, and then combining them to form a complete product.
What are behavioral design patterns concerned with?
-Behavioral design patterns are concerned with the interactions between objects, how they affect each other's properties and methods.
How do behavioral design patterns solve problems?
-Behavioral design patterns solve problems by defining how objects interact with each other, affecting their properties and methods, which can be used to model complex interactions.
What is an example of a behavioral design pattern scenario given in the script?
-An example given in the script is a 'bottled water' object interacting with an 'Alex' object, where drinking from the bottle affects both the water level in the bottle and Alex's 'thirst' property.
What is the significance of understanding design patterns in programming?
-Understanding design patterns in programming is significant as it allows developers to solve common problems more efficiently by reusing proven solutions, promoting better software design and maintainability.
Outlines
📚 Introduction to Design Patterns in Object-Oriented Programming
In this paragraph, Alex Forsyth introduces the concept of design patterns, a term popularized by the book 'Design Patterns: Elements of Reusable Object-Oriented Software', often referred to as the 'Gang of Four' book. The speaker explains that design patterns are templates for solving common problems in object-oriented programming by categorizing them into creational, structural, and behavioral patterns. The paragraph sets the stage for a deeper dive into these categories, emphasizing the importance of understanding how objects can be used effectively to solve programming problems.
Mindmap
Keywords
💡Design Patterns
💡Object-Oriented Programming
💡Properties
💡Methods
💡Classes
💡Instantiation
💡Creational Patterns
💡Structural Patterns
💡Behavioral Patterns
💡Interface
💡Logistics Interface
Highlights
Introduction to design patterns in object-oriented programming.
Design patterns popularized by the book 'Design Patterns: Elements of Reusable Object-Oriented Software'.
Design patterns categorized into creational, structural, and behavioral.
Objects as templates for properties and methods in programming.
Example of a 'bottle of water' object with properties and methods.
Instantiation of objects from a class for multiple individual instances.
Utilizing object creation to solve programming problems through patterns.
Explanation of the 'factory method' as a creational design pattern.
Application of design patterns in logistics operations with different shipping methods.
Structural design patterns focus on how objects work together.
Example of assembling a 'bottle of water' from separate objects.
Behavioral design patterns define how objects interact and affect each other.
Impact of a 'bottled water' object on 'Alex's' property of 'thirst'.
Importance of understanding how objects affect each other's properties and methods.
Overview of individual patterns within each category used for problem-solving.
Introduction of the concept of design patterns in this video.
Encouragement for viewers to have a great day and enjoy the content.
Transcripts
[Music]
hey right this is Alex Forsyth Mouse
Rosetta coded off town with some more
computer science concepts and knowledge
and they don't meet all my design
patterns now design patterns are a
concept I got popularized by a book that
oftentimes people just shorthand
referred to as a gang before book okay
really was just for authors I decided to
take the idea of design patterns and
sort of like city planning and you know
if City Planning or urban planning and
then apply it to sort of object-oriented
programming and saying okay there's
different ways there's different
patterns for solving problems using
objects and kind of put all these design
patterns into different categories and
that's we're gonna talk about today the
different categories so again objects
are sort of just templates for a series
of properties and methods but you may
use your programming so in that case I
might have a bottle of water object okay
in the bottle of water will have a
property how much water isn't it so
houses it would have a function goes in
it you know to open it up so that'd be a
method where I woulda spread how it's
been up the model and then that can
create as many once I create that object
that class I can then instantiate or
create as many individual bottles of
water that I want but knowing that I can
do that in programming now knowing that
I can create objects how can I take that
to an advantage and create patterns
that'll help solve some problems in
programming and we divide these patterns
up into three categories creational
structural and behavioral now creational
has to do with how we create objects are
like how so a problem I have is every
time I have to create a another animal I
have to create every all these things
from scratch have to redefine the like
property I have to redefine to the sound
proper sound method you know even though
I know all animals make a sound pigs
don't Lincoln cows go Moo I have to
redefine this method every time what is
my solution okay one one solution could
be something called like a factory
method and we'll go through all these
individual design patterns but the idea
is you might create how what is the
method we're going to use to create
objects so maybe we create that
interface that sort of template object
for animal
from which I can create how tiger pig
cradle these animals from that have all
these properties and methods built in
already and that'll make it easier for
me to create different versions which
for animals conceptually make sense but
practicality you're like so what would I
need that you know good examples like
maybe you have different types of
logistical operations that generally
have the same sort of underlying
structure but shipping you know but just
jewel is this your logistics shipping
buy a boat are gonna be different
analytics by shipping by truck so you
can create sort of a logistics interface
object and then create different
instances with the separate differences
then there's structural be design
patterns which are left about how do I
create new objects but creating objects
that work together to create something
so in this case if I were to break this
down and create a bunch of separate
objects like this the plastic bottle the
water is an object and the cap as an
object and then basically use those
three objects to assemble a bottle of
water that's another way I can kind of
break down a problem solve it by
breaking it down into even smaller
objects with properties and methods and
then take those objects and assemble a
new object so it's about building bigger
things from smaller things structural
behavioral has to do with sort of how
does interact how to do different house
different objects affect each other's
variables and whatnot so in this case is
bottled water when I drink it this
bottled water object is now interacting
with the object of Alex and basically
now my property of thirst is going down
okay so this bottled water has an effect
on my thirst property but now I have an
effect on its level of water property it
has less water so basically by defining
how these different objects affect each
other and how they can change each other
property is how their methods affect
each other that's more of a behavioral
design pattern using behavioral design
patterns you can solve problems by
defining how objects work with each
other so again how do we create the
product how we're doing create the
object creational patterns
how do we use objects to create other
objects structural patterns and how do
objects affect or interact with each
other behavioral patterns now there's a
lot of individual patterns within each
of these categories that are used over
and over again different problems
solving and we'll go over those in
different videos but I just want to
introduce the concept here in this video
so you guys have a great day and enjoy
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