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International Journal of Computer Trends and Technology (IJCTT) - volume4 Issue5May 2013

ISSN: 2231-2803 http://www.ijcttjournal.org Page 1436



A Reconnaissance on Design Patterns
M.Chaithanya Varma
Student of computer science engineering, Sree Vidhyanikethan Engineering college, Tirupati, India
ABSTRACT: In past decade, design patterns have been
widely adopted by software industry for reusing expert
design experience. Software developers has been routinely
reusing design patterns to solve their problems that are
frequently encountered by them. Recurring problem can
be solved by expert in pattern document. The reuse of
patterns may help the software architect to avoid mistakes
in software design, thus improving the quality of software
products .High quality software systems typically apply
expert design experience which has been captured as
design patterns. As demonstrated solutions to recurring
problems, design patterns helps us to reuse the expert
experience in designing system software. Which have been
extensively applied in industry. In this paper, an overview
of design patterns like kinds of design patterns and design
pattern mining techniques are discussed.
Keywords: Design pattern, design pattern mining, software,
reusable, software design pattern.
I. INTRODUCTION
Now a days a new software is getting invented for every hour.
Problems with that software is also designed with in hours. Its
hard to find a new solution to every problem occurred with
software. So, expert designers reuse their solution for every
new problem, design pattern is well-described solution to a
common software problem. Design patterns are a popular
topic in software development. It results to code
maintainability. Design patterns can be used by other
developers to find a good solution to the software problems i.e
reusability of previous design patterns to find a solution for
the new software problem. In software engineering, a design
pattern is a general reusable solution to a commonly occurring
software problems within a given context in software design.
A design pattern is not a finished design that can be
transformed directly into machine code. It is a template for
how to solve a problem that can be used in many different
situations. Patterns are formalized best practices that the
developers implement themselves in an application.
In this paper, an analysis on design patterns is discussed.
Design patterns are applied in object oriented analysis and
designing, operating system, java, .net, c, c++etc. Design
patterns may help to record capture design decisions,
architectural tradeoff and reuse expert experience. Many
current software systems are embedding instances of their
design patterns in system source code. After applying the
patterns and implemented in a system, however, the pattern-
related knowledge is generally no longer available in the
source or machine code. So, it is hard to trace such a design
information in source code. Even though the design
information and diagrams are available, it is typically not easy
to find the patterns applied in a large software design. Pattern-
related knowledge is normally buried under the descriptions
because the participants of a design pattern are not tagged with
any knowledge on what roles they play in the design patterns.
Without such knowledge, software designer cannot
communicate with each other in terms of which patterns are
used. A software designer may forget the patterns used over a
long period of time. Thus, the benefits of applying patterns
may be compromised. The important design decisions may be
lost. Mining design pattern instances from system source code
or design can greatly help to understand the systems and
change them in the future. It also helps to trace back to the
original architectural design decisions which are generally lost
in system source code. The following is the design pattern in
UML.

International Journal of Computer Trends and Technology (IJCTT) - volume4 Issue5May 2013
ISSN: 2231-2803 http://www.ijcttjournal.org Page 1437

Design pattern of UML
Christopher Alexander defined designed pattern as - Each
pattern describes a problem which occurs over and over again
in our environment, and then describes the core of the solution
to that problem, in such a way that you can use this solution a
million times over, without ever doing it the same way twice.
A design pattern systematically names, motivates, and
explains a general design that addresses a recurring design
problem in object-oriented systems. It describes the problem,
the solution, when to apply the solution, and its consequences.
It also gives implementation hints and examples. The solution
is a general arrangement of objects and classes that solve the
problem. The solution is customized and implemented to solve
the problem in a particular context. Each pattern describes a
problem which occurs over and over again in our
environment, and then describes the core of the solution to that
problem, in such a way that you can use this solution a million
times over, without ever doing it the same way twice.

Section II discuss the overview of design patterns, section
III discusses the design pattern mining techniques and section
IV gives the conclusion.

II.OVERVIEW OF DESIGN PATTERNS
Types of design patterns include creational, structural, and
behavioral design patterns.
1.Creational
2.Structural
3.Behavioral

Creational patterns: These patterns will create objects, rather
than having instantiate objects directly. Which inturn gives the
program more flexibility in deciding which objects need to be
created for a given case.


Creationalpattern


Structural patterns: These patterns help to compose groups
of objects into larger structures, such as complex user
interfaces or accounting data.

Structural pattern

Behavioral patterns: These patterns help to define the
communication between objects in your system and how the
flow is controlled in a complex program.
International Journal of Computer Trends and Technology (IJCTT) - volume4 Issue5May 2013
ISSN: 2231-2803 http://www.ijcttjournal.org Page 1438


Behavioral pattern

These design patterns are further divided in the following
manner:
I.Creational design pattern:
1.Singleton pattern It is used only when once instance of class
is created and that instance is available through all the code. A
special care is taken in multithreading environments when
multiple threads access the same resources through the same
singleton object.

2.Factory pattern It is used when a framework delegate the
creation of objects derived from a common super class to the
factory.
3.Abstract Factory Pattern It is a creational design pattern.
An abstract factory is a factory that returns factories. Why is
this layer of abstraction useful? A normal factory can be used
to create sets of related objects. An abstract factory returns
factories. Thus, an abstract factory is used to return factories
that can be used to create sets of related objects.
4.Builder pattern is a creational design pattern used to
assemble complex objects. With the builder pattern, the same
object construction process can be used to create different
objects. The builder has 4 main parts
1.Builder 2.ConcreteBuilders
3.Director 4.Product.
5.Prototype Pattern The prototype pattern is a creational
design pattern. In the prototype pattern, a new object is created
by cloning an existing object. It can be a useful way of
creating copies of objects.
II.Structural Design Patterns:
1.Adapter Pattern It is a structural design pattern. In the
adapter pattern, a wrapper class (adapter) is used translate
requests from it to another class( adaptee). In effect, an
adapter provides particular interactions with an adaptee that
are not offered directly by the adaptee. It has two forms
1.classadapter 2.object adapter
2.Composite Pattern It is a structural design pattern. In the
composite pattern, a tree structure exists where identical
operations can be performed on leaves and nodes. A node in a
tree is a class that can have children and node class is a
'composite' class. A leaf in a tree is a 'primitive' class that does
not have children. The children of a composite can be leaves
or other composites.
3.Proxy Pattern It is a structural design pattern. In the proxy
pattern, a proxy class is used to control access to another class.
The reasons for this control can vary. Example, a proxy may
avoid instantiation of an object until the object is needed. This
can be useful if the object requires a lot of resources to create.
Another reason to use a proxy is to control access rights to an
object. A client request may require certain credentials in
order to access the object.
4.Flyweight Pattern It is a structural design pattern. In the
flyweight pattern, instead of creating large numbers of similar
objects, objects are reused. This can be used to reduce
memory requirements and instantiation time and related costs.
5.Facade Pattern It is a structural design pattern. In the facade
pattern, a facade classes is used to provide a single interface to
set of classes. The facade simplifies a clients interaction with a
complex system by localizing the interactions into a single
interface. The client can interact with a single object rather
International Journal of Computer Trends and Technology (IJCTT) - volume4 Issue5May 2013
ISSN: 2231-2803 http://www.ijcttjournal.org Page 1439

than being required to interact directly in complicated ways
with the objects that make up the subsystem.
6.Bridge Pattern It is a structural design pattern. In the bridge
pattern, separation of an abstraction and its implementation
and develop separate inheritance structures for both the
abstraction and the implementor.
7.Decorator Pattern It is a structural design pattern. Whereas
inheritance adds functionality to classes, the decorator pattern
adds functionality to objects by wrapping objects in other
objects. Each time additional functionality is required, the
object is wrapped in another object.
III.Behavioral Design Patterns
1.Template Method Pattern It is a behavioral class pattern. A
behavioral class pattern uses inheritance for distribution of
behavior. In template method pattern, a method (the 'template
method') defines the steps of an algorithm. The
implementation of these steps can be deferred to subclasses.
2.Mediator Pattern It is a behavioral object design pattern.
The mediator pattern centralizes communication between
objects into a mediator object. This centralization is useful
since it localizes in one place the interactions between objects,
which can increase code maintainability, especially as the
number of classes in an application increases.
3.Chain of Responsibility Pattern It is a behavioral object
design pattern. In the chain of responsibility pattern, a series
of handler objects are chained together to handle a request
made by a client object. If the first handler cannot handle the
request, the request is forwarded to the next handler, and it is
passed down to the chain until the request reaches a handler
that can handle the request or the chain ends. In this pattern,
the client is decoupled from the actual handling of the request,
since it does not know which class will actually handle the
request.
4.Observer Pattern It is a behavioral object design pattern. In
the observer pattern, an object called the subject maintains a
collection of objects called observers. When the subject
changes, it notifies the observers. Observers can be added or
removed from the collection of observers in the subject. The
changes in state of the subject can be passed to the observers
so that the observers can change their own state to reflect this
change.
5.State Pattern It is a behavioral object design pattern. The
idea behind the state pattern is for an object to change its
behavior depending on its state. In the state pattern, we have a
Context class, and this class has a State reference to a
Concrete State instance. The State interface declares particular
methods that represent the behaviors of a particular state.
6.Visitor Pattern It is a behavioral object design pattern. The
visitor pattern is used to simplify operations on groupings of
related objects. These operations are performed by the visitor
rather than by placing this code in the classes being visited.
7.Iterator Pattern It is a behavioral object design pattern. The
iterator pattern allows for the traversal through the elements in
a grouping of objects via a standardized interface. An iterator
interface defines the actions that can be performed. These
actions include being able to traverse the objects and also
obtain the objects.
8.Memento Pattern It is a behavioral design pattern. The
memento pattern is used to store an object's state so that this
state can be restored at a later point. The saved state data in
the memento object is not accessible outside of the object to
be saved and restored. This protects the integrity of the saved
state data.
Software Design Principles:
1.Software entities like classes, modules and functions are
opened for extension but closed for modifications.
2.High-level modules are not dependent on low-level modules.
Rather both depend on abstractions.
3.Abstractions are not dependent on details. Details are
dependent on abstractions.
4.Clients are not forced to depend upon interfaces that they
don't use.
5.A class have only one reason to change.
6.Derived types are completely substitutable.
SECTION III. DESIGN PATTERN MINING
TECHNIQUES
Designing a software system is hard. Designing high-quality
reusable system is even harder. Design patterns may help to
design large high-quality

International Journal of Computer Trends and Technology (IJCTT) - volume4 Issue5May 2013
ISSN: 2231-2803 http://www.ijcttjournal.org Page 1440


Block diagram of design pattern
systems in forward engineering. On the other hand, pattern-
related knowledge is generally not available in software
systems. Understanding large software systems is difficult.
With the evolution of software systems, design documents
may not be consistentwith their source code anymore.
Reverse-engineering design information can recover the early
decisions and assist the understanding of the systems, and
thus, improve the systems with highe quality. Many existing
techniques and tools can help in mining software design from
system source code. These reverse engineering tools become
the foundation for design pattern discovery that typically do
not search the source code from scratch. The results of these
tools are the source of pattern discovery. Mining the instances
of design patterns from system source code can help to
understand and trace back to the original design decisions and
reengineer the systems.


Design pattern mining
International Journal of Computer Trends and Technology (IJCTT) - volume4 Issue5May 2013
ISSN: 2231-2803 http://www.ijcttjournal.org Page 1441

IV. CONCLUSION
In this paper, a survey on design pattern is discussed.
Design patterns are reusable patterns used by the
software developers for finding the solutions to the
new problems by using previous solutions. These
patterns are saved for finding solutions for the further
software problems. There are three kinds of design
patterns like creational, structural, behavioral which
are further divided in to many categories. Apart from
design pattern, design pattern mining is also
discussed.

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