5 Design Patterns Every Developer Should Learn

Learning and knowing design patterns is the key to anchoring successful software development projects.

The knowledge that there might not be an existing pattern to draw from or that any known patterns are probably not the greatest fit, however, is the third value. Knowing when not to employ a pattern is sometimes more crucial than knowing when to do so.

There are two primary values for learning design patterns:

  1. Learning The Solution — Learning design patterns will give you a flexible arsenal of tried-and-true solutions that you may use to solve difficulties if you are a less-experienced developer. 95% of the problems you are trying to solve have probably already been solved many times, and patterns offer you the basic framework of a workable solution to apply to your particular problem space.

Here are some design patterns every developer must know:

Singleton Design Pattern

Just like in a movie, there should only be one director in a gaming engine as well. A class called a director controls everything that occurs in a game. It manages how an object is rendered. It manages updates to the position. The player’s input is routed to the appropriate game character, etc.

The Singleton Design Pattern is used by the engine to prevent the creation of multiple instances of a director. This design pattern makes sure that just one object of each type is ever created.

Strategy Design Pattern

The interface between the input controller and the game’s logic should always be separated in games. Regardless of the input controller, the game’s logic should get the same kind of input (button, gesture, joystick).

Even if each input device responds to the user’s input differently, the logic of the game requires the same data from all of them. Additionally, changing the input controller shouldn’t cause a game to crash.

The Strategy Design Pattern, a type of design pattern, makes it feasible for behaviour and flexibility to be decoupled from one another. This design pattern gives your game adaptability by enabling dynamic behaviour changes without requiring changes to the game’s logic.

Observer Design Pattern

Your classes in a game should all be loosely connected. It implies that your Classes should be able to communicate with one another but not really know much about one another. Your game will be modular and flexible to add features without introducing unintentional errors if your Classes are loosely connected. These features are provided by the Observer Design Pattern.

When an object wants to transmit messages to its subscriber, the Observer pattern is used (other objects). The subscribers’ ability to communicate is all that is necessary for the object to understand how they operate.

Composite Design Pattern

Typically, a game has numerous points of view. The characters are represented in the primary view. The player’s points are displayed in a sub-view. The amount of time left in a game is displayed in a sub-view. Each button represents a view if you are playing the game on a mobile device.

Maintainability should be a top priority while creating a game. There shouldn’t be any variations in access points or function names between views. As an alternative, you should give each view a single point of access; the same function call should be able to access either the main view or a sub-view.

A Composite Design Pattern makes it easy to create this unified access point. This pattern places each view in a tree-like structure, thus providing a unified access point to every view. Instead of having a different function to access each view, the same function can access any view.

Model-View-Controller Design Pattern

The Model-View-Controller is the design pattern that programmers use and adore the most.

The Model-View-Controller design pattern is made up of three patterns:

  • Strategy Design Pattern


Design Patterns are more than just blueprints. They are a powerful concept in programming which helps make your application modular, flexible, adaptable and maintainable.



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