Architectural Pattern vs design pattern
Architectural Pattern vs design pattern
Design Pattern
Architectural Pattern
An architectural pattern provides a high-level structure for an entire software system. It defines
how the components of the system interact with each other and specifies the overall
organization of the software.
It focuses on the big picture and helps in managing system-wide concerns like scalability,
reliability, and maintainability.
Examples:
o Client-Server: Divides tasks between a service provider (server) and a service requester
(client).
Design Pattern
A design pattern provides a solution to a specific problem within a particular context in software
design. It focuses on solving smaller, recurring issues in the implementation phase.
It deals with the internal structure of a system's components and their interactions.
Examples:
o Observer: Defines a dependency between objects so that when one object changes,
others are notified.
o Factory: Provides a way to create objects without specifying their exact class.
Key Differences
By combining architectural patterns and design patterns effectively, developers can create scalable,
maintainable, and robust systems.
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Architectural Pattern vs. Design Pattern
Architectural Pattern
An architectural pattern provides a high-level structure for an entire software system. It defines
how the components of the system interact with each other and specifies the overall
organization of the software.
It focuses on the big picture and helps in managing system-wide concerns like scalability,
reliability, and maintainability.
1. Model-View-Controller (MVC): Separates data management (Model), user interface (View), and
business logic (Controller).
2. Client-Server: Divides tasks between a service provider (server) and a service requester (client).
Design Pattern
A design pattern provides a solution to a specific problem within a particular context in software
design. It focuses on solving smaller, recurring issues in the implementation phase.
It deals with the internal structure of a system's components and their interactions.
o Factory: Provides a way to create objects without specifying their exact class.
o Observer: Defines a dependency between objects so that when one object changes,
others are notified.
Key Differences
Aspect Architectural Pattern Design Pattern
By understanding and combining architectural patterns and design patterns, developers can address
both system-wide concerns and specific implementation challenges effectively.
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የስነ-ህንፃ ንድፍ
የስነ-ህንፃ ንድፍ ለጠቅላላው የሶፍትዌር ስርዓት ከፍተኛ ደረጃ መዋቅር ያቀርባል. የስርዓቱ አካላት እንዴት እርስ በርስ
እንደሚገናኙ ይገልፃል እና የሶፍትዌሩን አጠቃላይ አደረጃጀት ይገልጻል።
በትልቁ ምስል ላይ ያተኩራል እና እንደ ልኬት፣ አስተማማኝነት እና ማቆየት ያሉ ስርዓት-አቀፍ ስጋቶችን ለመቆጣጠር ይረዳል።
ሞዴል-እይታ-ተቆጣጣሪ (MVC)፡ የውሂብ አስተዳደር (ሞዴል)፣ የተጠቃሚ በይነገጽ (እይታ) እና የንግድ አመክንዮ (ተቆጣጣሪ)
ይለያል።
ደንበኛ-አገልጋይ፡ ተግባራትን በአገልግሎት አቅራቢ (አገልጋይ) እና በአገልግሎት ጠያቂ (ደንበኛ) መካከል ይከፋፍላል።
ማይክሮ ሰርቪስ፡ ስርዓቱን እንደ ልቅ የተጣመሩ፣ ራሳቸውን ችለው ሊሰማሩ የሚችሉ አገልግሎቶች ስብስብ አድርጎ ያደራጃል።
የንድፍ ንድፍ
የንድፍ ንድፍ በሶፍትዌር ዲዛይን ውስጥ በተወሰነ አውድ ውስጥ ለአንድ የተወሰነ ችግር መፍትሄ ይሰጣል። በትግበራ ደረጃ ላይ
ትናንሽ እና ተደጋጋሚ ጉዳዮችን በመፍታት ላይ ያተኩራል።
ታዛቢ፡- በእቃዎች መካከል ያለውን ጥገኝነት ይገልፃል ስለዚህም አንድ ነገር ሲቀየር ሌሎች እንዲያውቁ።
ስልት፡ የአልጎሪዝም ቤተሰብን ይገልፃል እና እንዲለዋወጡ ያደርጋቸዋል።
ቁልፍ ልዩነቶች
ገጽታ
የስነ-ህንፃ ንድፍ
የንድፍ ንድፍ
ስፋት
ዓላማ
ምሳሌዎች
ትኩረት
ስርዓት-ሰፊ መዋቅር እና ስጋቶች
የአብስትራክሽን ደረጃ
ከፍተኛ ረቂቅ
የታችኛው ረቂቅ
የስነ-ህንፃ ንድፎችን እና የንድፍ ንድፎችን በመረዳት እና በማጣመር ገንቢዎች ሁለቱንም ስርዓት-አቀፍ ስጋቶችን እና የተወሰኑ
የትግበራ ፈተናዎችን በብቃት መፍታት ይችላሉ።
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Architectural Patterns
They define the high-level structure of the software system, ensuring that components fit
together cohesively.
1. Model-View-Controller (MVC):
The View room shows the data (like windows letting you view outside).
The Controller is the door that connects input (actions) to the other rooms.\n
2. Client-Server:
3. Microservices:
o Visualize a city map where each building (service) operates independently yet
communicates via roads (APIs).\n
4. Event-Driven:
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Architectural Pattern
Architectural patterns provide the high-level structure of a software system. They act as blueprints for
organizing components and managing system-wide concerns like scalability and reliability.
1. Model-View-Controller (MVC):
2. Client-Server:
o Think of a restaurant:
3. Microservices:
4. Event-Driven:
Design Pattern
Design patterns address specific problems in software design, focusing on object interaction and
behavior. They provide tried-and-tested solutions for recurring issues.
1. Creational Patterns:
o Singleton: A water tank with only one tap (ensures a single instance).
2. Structural Patterns:
3. Behavioral Patterns:
By combining architectural and design patterns effectively, developers can create robust, maintainable,
and scalable systems.
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To provide a clearer understanding with images and diagrams, I will create a structured explanation of
architectural patterns and design patterns. I'll include brief descriptions, examples, and visually
descriptive analogies.
Architectural Pattern
Definition: High-level blueprint that defines how components interact in a software system. It
focuses on scalability, reliability, and system-wide organization.
Purpose: Organize the structure and behavior of the system to meet business and technical
requirements.
1. Model-View-Controller (MVC):
o Diagram:
lua
Copy code
2. Client-Server:
3. Microservices:
o Analogy: A city with independent buildings (services) connected by roads (APIs). Each
service operates autonomously but communicates to provide functionality.
o Example: E-commerce system with separate services for inventory, orders, and user
authentication.
4. Event-Driven Architecture:
o Analogy: A train station where each event (train arrival) triggers actions (boarding or
leaving).
Design Pattern
Definition: Reusable solutions for common problems in software design. Focuses on low-level
implementation within a system.
1. Creational Patterns:
2. Structural Patterns:
3. Behavioral Patterns:
Key Differences
By using architectural and design patterns together, developers can create robust, scalable, and
maintainable software systems. Let me know if you'd like more diagrams or additional information!
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What is the difference between architectural design pattern and design pattern?
In a simple example, Architectural Patterns means how your house should be look like and design
pattern how your interior should look like. Means when we design Architectural diagram we will
consider where we have to keep the business logic, database logic and UI etc.
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When we read about design patterns on the internet, we note that there are 3 categories:
Creational
Structural
Behavioral
But when we create the architecture of a software, then we think about MVP, MVC or MVVM.
For example, among creational patterns I found the singleton pattern, but I have also used singleton in
my MPV.
If yes, then how singleton can be a design pattern? Because I can use it anywhere in my
application. Basically, it is restricted only to create one instance at a time in memory, but doesn't
this concept define how software is designed?
If not, then where are MVP, MVC and MVVM in the three categories of patterns? And what is the
difference between design and architecture of software?
Patterns are distilled commonality that you find in programs. It allows us to deconstruct a large
complex structure and build using simple parts. It provides a general solution for a class of
problems.
A large complex software goes through a series of deconstruction at different levels. At large level,
architectural patterns are the tools. At smaller level, design patterns are the tools and at implementation
level, programming paradigms are the tools.
A pattern can occur at very different levels. See Fractals. Quick sort, Merge sort are all algorithmic
patterns for organizing a group of elements in a order.
Idioms are paradigm-specific and language-specific programming techniques that fill in low-level details.
Design patterns are usually associated with code level commonalities. It provides various schemes for
refining and building smaller subsystems. It is usually influenced by programming language. Some
patterns pale into insignificance due to language paradigms. Design patterns are medium-scale tactics
that flesh out some of the structure and behavior of entities and their relationships.
While architectural patterns are seen as commonality at higher level than design patterns. Architectural
patterns are high-level strategies that concerns large-scale components, the global properties and
mechanisms of a system.
1. re-use,
2. classification
If you have followed the thoughts laid above. You will see that Singleton is a "design pattern" while MVC
is one of the "architectural" pattern to deal with separation of concerns.
Design Patterns are well known patterns for solving technical problems in a way that has proven itself
many times. Design patterns are common design structures and practices that make for creating
reusable Object-Oriented software. Design pattern examples are Factory Pattern, Singleton, Facade,
State, etc. Design patterns can be used to solve smaller problems throughout the application, and are
much easier to inject, change, add than the overall architecture
architecture patterns are well known patterns for solving software application architecture problems.
Software application architecture is the process of defining a structured solution that meets all of the
technical and operational requirements. Application's architecture is the overall 'organization' of the
code. Examples of different Architectures might be MVC, MVVM, MVP, n-layer (i.e. UI-BLL-DAL), etc. The
architecture typically needs to be decided up front and often is difficult to change once the application is
built.
Architectural elements tend towards collections of classes or modules, generally represented as boxes.
Diagrams about architecture represent the loftiest level looking down, whereas class diagrams are at the
most atomic level. The purpose of architecture patterns is to understand how the major parts of the
system fit together, how messages and data flow through the system, and other structural concerns.
Architecture patterns utilize a variety of component types, each typically composed of successively
smaller modules. Each component has a responsibility within the architecture Design patterns are low
level or class level design patterns for smaller particles of applications.
Well, for the main part it's a matter of the language. According to my experience the borderline between
design and architecture, as far as software is concerned, is a broad river with it's width resulting from the
water level which in turn is mainly influenced by the seasons of marketing. Generally the term "design"
is used with a strong aspect of the software product's behavior as recognized by end users, whereas
"architecture" stands for the technical structure of a software, i. e. the components, libraries, protocols
and whatever it needs to fulfill the design. "Design patterns" take two roles: 1st they are regarded as
best practices for solving a category of (more or less) standard problems, not prodiucts; 2nd they help
the developers to communicate. Staying with your example of a Singleton, it allows us to know what the
mechanics are about by just using the word, instead of explaining every time, that we created a single
instance by using a designated dataspace (variable or whatever) which is set in a controlled manner and
is guaranteed to be the only one, because we protected the constructor of the class etc. So IMHO the
short answer to your question is: It depends on who is talking. Does that make some sense?
The original Gang of Four book captured design patterns as common solutions to problems in object-
oriented programming. Example implementations were given in C++ and Smalltalk. Java hadn't been
invented yet.
Functional programmers would say that the Gang of Four book listed flaws to problems in object-
oriented programming.
Design is such a fuzzy word here. It applies at the level of methods, components, and systems.
The idea of a pattern as a suggeste solution to a common problem holds across the spectrum.
Architecture governs data flow in app i.e. how the data flows between various components in app
Design Pattern deals with any destruct you apply to break a large unit into manageable chunks
Design Patterns differ from Architectural Patterns in their scope, they are more localized, they have less
impact on the code base, they impact a specific section of the code base, for example:
How to instantiate an object when we only know what type needs to be instantiated at run time (maybe
a Factory Class?)
How to make an object behave differently according to its state (maybe a state machine, or a Strategy
Pattern?)
Architectural Patterns have an extensive impact on the code base, most often impacting the whole
application either horizontally (ie. how to structure the code inside a layer) or vertically (ie. how a
request is processed from the outer layers into the inner layers and back). Examples of Architectural
Patterns: Model-View-Controller, Model-View-ViewModel
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Architectural Patterns
A pattern is a recurring solution to a recurring problem. In the case of Architectural Patterns, they solve
the problems related to the Architectural Style. For example, “what classes will we have and how will
they interact, in order to implement a system with a specific set of layers“, or “what high-level modules
will have in our Service-Oriented Architecture and how will they communicate“, or “how many tiers will
our Client-server Architecture have“.
Architectural Patterns have an extensive impact on the code base, most often impacting the whole
application either horizontally (ie. how to structure the code inside a layer) or vertically (ie. how a
request is processed from the outer layers into the inner layers and back). Examples of Architectural
Patterns:
Three-tier
Microkernel
Model-View-Controller
Model-View-ViewModel
Design Patterns
Design Patterns differ from Architectural Patterns in their scope, they are more localized , they have less
impact on the code base, they impact a specific section of the code base, for example:
How to instantiate an object when we only know what type needs to be instantiated at run time
(maybe a Factory Class?);
How to make an object behave differently according to its state (maybe a state machine, or a
Strategy Pattern?).
Conclusion
As I mentioned in the beginning of this post, it’s all about the scope:
Furthermore, a pattern might be able to be used both as an Architectural Pattern or a Design Pattern,
again depending on the scope we use it in, in a specific project.
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Solution Architect | Architecture and Design | Business Process Modeling and Analysis | Technology
Integration | Azure Services | Microservice | Microsoft Dot Net | at Cognizant
These 3 terms, usually confuse most of the software developers or solution architects. Although they
look similar, there are huge differences between them.
In a simple example, Architectural Patterns means how your house should be look like and design
pattern how your interior should look like.
Means when we design Architectural diagram we will consider where we have to keep the business logic,
database logic and UI etc. And while implementing those business logic or database logic we will use
design patterns, so it will help to think re-usable and maintainable etc.
Design Pattern :
Design pattern are time tested solution for software architecture problem.
It provide a blueprint that how to solve a specific problem or design issue at the level of
individual classes and objects, rather than the overall structure of a system.
Architecture Pattern :
Architecture pattern is the block level diagram for example MVC (Model, View, and Controller) is
an Architecture pattern. We can say Controller has the majority of the role in communicating
between a view and a model.
Examples: MVC (Model View Controller), MVVM (Model-view-View Model), MVP (Minimum Viable
Product)
Architecture Style:
Architecture Style is just the principles on which we are basing our development process.
Software architecture is like the blueprint for building software, showing how different parts fit together
and interact. It helps the development team understand how to build the software according to
customer requirements. There are many ways to organize these parts, called software architecture
patterns. These patterns have been tested and proven to solve different problems by arranging
components in specific ways. This article focuses on discussing Software Architecture Patterns in detail.
Table of Content
Conclusion
Software Architecture is a high-level structure of the software system that includes the set of rules,
patterns, and guidelines that dictate the organization, interactions, and the component relationships. It
serves as blueprint ensuring that the system meets its requirements and it is maintainable and scalable.
1. Modularity: Software Architecture divides system into interchangeable components that can be
developed, tested, and maintained independently.
2. Encapsulation: It helps to hide the details of the components, exposing only the necessary
information, thus reducing the complexity of the system.
3. Security: It helps to incorporate measures to protect the system against the unauthorized
access.
5. Performance: Software architecture helps to make sure that the system meets the required
performance metrics such as resource utilization, throughput, etc.
Layered Architecture,
Singleton, Factory, Strategy, Observer.
Examples Microservices, Client-Server.
1. Presentation layer: The user interface layer where we see and enter data into an application.)
2. Business layer: This layer is responsible for executing business logic as per the request.)
3. Application layer: This layer acts as a medium for communication between the ‘presentation
layer’ and ‘data layer’.
Advantages:
2. Flexibility: Different technologies can be used within each layer without affecting others.
3. Maintainability: Changes in one layer do not necessarily impact other layers, thus simplifying
the maintenance.
Disadvantages:
1. Complexity: Adding more layers to the architecture can make the system more complex and
difficult to manage.
2. Performance Overhead: Multiple layers can introduce latency due to additional communication
between the layers.
3. Strict Layer Separation: Strict layer separation can sometimes lead to inefficiencies and
increased development effort.
Use Cases:
The client-server pattern has two major entities. They are a server and multiple clients. Here the server
has resources(data, files or services) and a client requests the server for a particular resource. Then the
server processes the request and responds back accordingly.
Advantages:
1. Centralized Management: Servers can centrally manage resources, data, and security policies,
thus simplifying the maintenance.
3. Security: Security measures such as access controls, data encryption can be implemented in a
better way due to centralized controls.
Disadvantages:
1. Single Point of Failure: Due to centralized server, if server fails clients lose access to services,
leading loss of productivity.
2. Costly: Setting up and maintaining servers can be expensive due to hardware, software, and
administrative costs.
Use Cases:
Event-Driven Architecture is an agile approach in which services (operations) of the software are
triggered by events. When a user takes action in the application built using the EDA approach, a state
change happens and a reaction is generated that is called an event.
Example:
A new user fills the signup form and clicks the signup button on Facebook and then a FB account is
created for him, which is an event.
Advantages:
2. Real-time Processing: This enables real-time processing and immediate response to events.
3. Flexibility: New event consumers can be added without modifying existing components.
Disadvantages:
Use Cases:
Microkernel pattern has two major components. They are a core system and plug-in modules.
The core system handles the fundamental and minimal operations of the application.
The plug-in modules handle the extended functionalities (like extra features) and customized
processing.
Let’s imagine, you have successfully built a chat application. And the basic functionality of the app is that
you can text with people across the world without an internet connection. After some time, you would
like to add a voice messaging feature to the application, then you are adding the feature successfully. You
can add that feature to the already developed application because the microkernel pattern facilitates
you to add features as plug-ins.
Advantages:
2. Scalability: The system can scale by adding more plug-ins to handle more tasks.
3. Maintainability: Plug-ins are developed and tested independently which makes maintenance
easier.
Disadvantages:
1. Complex Communication: Managing communication between the core systems and plug-ins can
be complex.
2. Lack Built-in Functionalities: Due to minimalistic design the basic functionalities are absent that
are common in monolithic architectures.
3. Complex Design: Designing the microkernel and its communication mechanisms can be
challenging.
Use Cases:
1. Operating Systems like Windows NT and macOS.
The collection of small services that are combined to form the actual application is the concept of
microservices pattern. Instead of building a bigger application, small programs are built for every service
(function) of an application independently. And those small programs are bundled together to be a full-
fledged application. So adding new features and modifying existing microservices without affecting other
microservices are no longer a challenge when an application is built in a microservices pattern. Modules
in the application of microservices patterns are loosely coupled. So they are easily understandable,
modifiable and scalable.
Advantages:
2. Faster Delivery: Independent services allows teams to develop, test, and deploy features faster.
Disadvantages:
2. Network Congestion: Increased network traffic between services can lead to congestion and
overhead.
3. Security: Securing multiple services and their communication increases the probability of attack.
Use Cases:
Advantages:
1. Scalability: The system can be easily scaled horizontally by adding more processing units.
Disadvantages:
2. Cost: The infrastructure for space-based architecture pattern requires multiple servers and
advanced middleware, which can be expensive.
Use Cases:
Advantages:
1. Scalability: The system can scale horizontally by adding more slave units to handle increased
load.
2. Fault Tolerance: If slave fails, then the master can reassign the tasks to some another slave. thus
enhancing the fault tolerance.
3. Performance: Parallel execution of tasks can improve the performance of the system.
Disadvantages:
1. Single Point of Failure: The master component is a single point of failure. If the master fails then
the entire system can collapse.
2. Complex Communication: The communication overhead between master and slave can be
significant especially in large systems.
Use Cases:
1. Database Replication.
2. Load Balancing.
3. Sensor Networks.
Pipe-Filter Architecture Pattern structures a system around a series of processing elements called filters
that are connected by pipes. Each filter processes data and passes it to the next filter via pipe.
Advantages:
2. Scalability: Additional filters can be added to extend the functionality to the pipeline.
3. Parallelism: Filters can be executed in parallel if they are stateless, thus improving performance.
Disadvantages:
1. Debugging Difficulty: Identifying and debugging issues are difficult in long pipelines.
2. Data Format constraints: Filters must agree on the data format, requiring careful design and
standardization.
3. Latency: Data must be passed through multiple filters, which can introduce latency.
Use Cases:
1. Data Processing Pipelines like Extract, Transform, Load (ETL) processes in data warehousing.
2. Compilers.
The Broker architecture pattern is designed to manage and facilitate communication between decoupled
components in a distributed system. It involves a broker that acts as a intermediary to route the requests
to the appropriate server.
Advantages:
1. Scalability: Brokers support horizontal scaling by adding more servers to handle increased load.
2. Flexibility: New servers can be added and the existing ones can be removed or modified without
impacting the entire system.
3. Fault Tolerance: If a server fails, then broker can route the request to another server.
Disadvantages:
2. Single Point of Failure: If broker is not designed with failover mechanisms then it can become a
single point of failure.
Use Cases:
The Peer-to-Peer (P2P) architecture pattern is a decentralized network model where each node, known
as a peer, acts as both a client and a server. There is no central authority or single point of control in P2P
architecture pattern. Peers can share resources, data, and services directly with each other.
Advantages:
2. Fault Tolerance: As data is replicated across multiple peers, this results in system being resilient
to failures.
3. Cost Efficiency: There is no need for centralized servers, thus reducing the infrastructure cost.
Disadvantages:
1. Security Risks: Decentralized nature of the architecture makes it difficult to enforce security
policies.
Use Cases:
Here are some key considerations to help choose the right architecture pattern:
1. Scalability: How well the system need to scale with the increasing load?
2. Performance: Are there any specific performance requirements such as low latency?
4. Security: What are the security requirements of the system and what are the potential threats?
5. Budget: What are the budget constraints for the development and the maintenance of the
system?
6. Tools and Technology Stack: What technology and tools will be required?
Conclusion
In conclusion, software architecture patterns are essential for designing software that meets specific
needs and challenges. The Layered Pattern is great for e-commerce sites with its clear separation of
tasks. The Client-Server Pattern works well for centralized resources like email and banking systems. The
Event-Driven Pattern is perfect for applications that react to user actions. The Microkernel Pattern allows
easy addition of new features. Finally, the Microservices Pattern helps build scalable and flexible
applications, like Netflix. Choosing the right pattern is key to making the software adaptable,
maintainable, and successful.
Design patterns in software architecture are typical solutions to common problems in software design.
They are like templates that can be applied in various situations to solve recurring design issues. Design
patterns help developers build software that is more flexible, reusable, and maintainable. Here are some
key points about design patterns.
Pattern in architecture refers to the concept of capturing architectural design concepts as iconic and
reusable descriptions.
Patterns in software architecture are used to provide reusable, consistent solutions to common design
problems, promoting best practices and effective communication among developers. They enhance
flexibility, scalability, and maintainability, making software development more efficient and reliable.
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Definition: High-level solutions that define the structure and behavior of a software system to
meet business and technical requirements.
Purpose: Organize the overall system architecture, ensuring scalability, flexibility, and
maintainability.
1. Layered Architecture:
2. Client-Server Architecture:
3. Event-Driven Architecture:
4. Microkernel Architecture:
o Core system handles essential tasks; additional functionalities are added as plug-ins.
5. Microservices Architecture:
6. Space-Based Architecture:
7. Master-Slave Architecture:
8. Pipe-Filter Architecture:
9. Broker Architecture:
Definition: Reusable solutions for common software design problems at a code level.
Purpose: Simplify recurring issues in class or object-level design, improving maintainability and
efficiency.
1. Creational Patterns:
Singleton: Ensures only one instance of a class exists (e.g., single water tank for
taps).
2. Structural Patterns:
o Examples:
3. Behavioral Patterns:
o Examples:
Definition High-level structure for the whole system. Code-level solutions for specific issues.
Purpose System layout and stability. Reusable solutions for recurring code issues.
Documentation High-level diagrams and documents. UML diagrams and detailed specs.
6. Tools & Technology: Are the tools and stack aligned with the project?
Conclusion
Design Patterns: Solve specific coding problems and focus on the implementation.
Both are crucial for creating scalable, maintainable, and efficient software systems.
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Definition: High-level solutions for structuring software systems, ensuring scalability, flexibility,
and maintainability.
Purpose: Focuses on organizing large-scale components and system behaviors to meet business
requirements.
1. Layered Architecture: Separates functionality into distinct layers (e.g., Presentation, Business,
Data).
3. Event-Driven Architecture: Reacts to events (e.g., user actions triggering system responses).
4. Microkernel Architecture: Core functionality is fixed, with extended features added as plug-ins.
6. Pipe-Filter Architecture: Breaks processes into discrete stages connected by data pipes.
7. Peer-to-Peer Architecture: Decentralized network of nodes acting as both clients and servers.
Each pattern has its advantages (e.g., scalability, maintainability) and challenges (e.g., complexity, cost).
Design Patterns:
Definition: Reusable solutions for common software design problems, focused on code-level
implementation.
Purpose: Provides proven strategies to solve recurring challenges in object-oriented design.
Both PDFs emphasize that selecting the right patterns ensures adaptable, maintainable, and efficient
software. Let me know if you'd like additional details or visualizations!
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Examples:
Examples:
o Composite: Treats individual objects and compositions of objects uniformly (e.g., tree
structures).
Examples:
Key Concepts:
The patterns in this book are tried-and-tested solutions, widely applicable across software projects. They
emphasize clarity, reusability, and efficiency in design.