Design Patterns Tutorial
Learn Design Patterns Step by Step
Build maintainable, flexible, and reusable software by understanding common design patterns through practical Java examples.
Design Pattern Categories
Explore 23 commonly used design patterns grouped by the problem they solve in an application.
Creational Design Patterns
Singleton
Ensure a class has one shared instance and provide a controlled way to access it.
02Factory Method
Create objects through a method so implementations can decide which object to return.
03Abstract Factory
Create families of related objects without coupling code to concrete classes.
04Builder
Construct complex objects step by step while keeping creation readable and flexible.
05Prototype
Create new objects by copying an existing configured object.
Structural Design Patterns
Adapter
Make incompatible interfaces work together without changing existing classes.
07Bridge
Separate an abstraction from its implementation so both can evolve independently.
08Composite
Treat individual objects and groups uniformly through a tree structure.
09Decorator
Add responsibilities dynamically without changing the original class.
10Facade
Provide a simple interface to a larger subsystem.
11Flyweight
Share reusable state to reduce memory use for similar objects.
12Proxy
Control access to another object for lazy loading, security, caching, or remote calls.
Behavioral Design Patterns
Chain of Responsibility
Pass a request through a sequence of handlers until one can process it.
14Command
Encapsulate a request as an object so it can be queued, logged, undone, or parameterized.
15Interpreter
Represent and evaluate simple language rules using an object-based grammar.
16Iterator
Traverse a collection without exposing its internal representation.
17Mediator
Centralize communication between objects to reduce direct dependencies.
18Memento
Capture and restore object state without exposing implementation details.
19Observer
Notify dependent objects when a subject's state changes.
20State
Allow an object to change behavior when its internal state changes.
21Strategy
Define interchangeable algorithms and select one at runtime.
22Template Method
Define an algorithm skeleton while subclasses customize selected steps.
23Visitor
Add operations to object structures without modifying their classes.