Design Patterns are reusable solution templates summarized for common design problems in software engineering. Essentially, they are experience-based code structure guidelines, not specific code implementations.
Design patterns primarily solve three types of software design problems
Design patterns can be understood as three layers
| Layer | Content |
|---|---|
| Philosophical Layer | Interface-oriented programming, low coupling, high cohesion |
| Structural Layer | Object relationship organization |
| Implementation Layer | Specific code template |
Core principles typically revolve around:
These are fundamental theories of object-oriented design
Design patterns are not always necessary, this easily leads to:
Truly mature engineering practice is: choosing the appropriate pattern when a problem arises, rather than designing patterns in advance.
Design patterns are abstract engineering patterns for common problems in software engineering, not code rules.
Many low-level/high-performance codes weaken traditional object-oriented patterns. In contrast, it’s more important to understand:
This isn’t about opposing design patterns, but rather opposing “pattern-centric” thinking.
Core reason: Perfromance and complexity tanke higher priority.
Traditional design patterns often implicitly assume serveral things:
However, in high-performance systems, these can be burdens.
For example: a large number of objects using virtual tables, CPU pipeline prediction failures, and decreased cache locality. These costs are very real in game engines and graphics computing.
Therefore, many engines prefer:
rather than overly object-oriented inheritance hierarchies.
Design patterns essentially trade abstraction for extensibility, but the problem is: the more layers of abstraction, the harder the system is to maintain. This is especially true for small to medium-sized systems where team members have varying skill levels. High-level engineering practices prioritize: direct, transparent, and reasonable code paths.
Instead of writing a bunch of interfaces and patterns first