A design pattern is a term used to refer to the general, reusable solution to a commonly occurring problem within a given context in software design. They can be viewed as a strategic move in computer programming.
Using design patterns would be inserting lines of code that will always perform a particular function into a larger piece of code. This is often done as a response to an error the program under construction is facing.
Learning about design patterns isn’t like a simple assignment writing service: https://www.theunitutor.com/online-assignment-writing-services/ where you can hire writers to reduce your struggle. There are layers to using design patterns
This is a list of ways of how to learn design patterns
Test-driven development is a process of creating software that eliminates any lengthy development cycles in the process. The designer works by creating a prototype that only gets one thing right, then refactors the code until it reaches the acceptable standard. The process usually looks like:
• Add a module
• Run a test to see if new module works
• Refactor code
• Repeat as necessary
With regards to design patterns, most of their utility will come from trying to insert these solutions into code and fix patterns. This is similar to most of the work that will be carried out during test-driven development. It also draws your attention to the weakness of the classes in your code that will need to be fixed, with or without a design pattern.
Code refactoring is the method of fundamentally changing computer code without altering, in any way shape or form, its behaviour externally. This is done to improve the readability of the code and reduce the complexity of the project. Refactoring is mostly done to improve the software’s nonfunctional attributes, improve source code maintainability, and develop better architecture to improve extensibility.
When using a design pattern, you will not always get a very simplified version of the pattern to use. You might have to refactor the design pattern and the source code to get them as simple as you possibly can. Also, it will help you learn how to write independent and cohesive classes
When it comes to learning the actual patterns and how to use them, practice always makes perfect. There are many books on design patterns, but most software designing experts agree that those books are not necessary. Trying to use the patterns, failing and learning from that failure has proven to be a better teacher than any number of books.
Design patterns have always been classified as an issue that is only relevant to those who have what it takes to recognize the patterns as useful. But it’s not enough to recognize them as useful; you have to be able to pinpoint exactly where a pattern is useful and where it won’t be useful.
Some suggest actively creating problems to find solutions as a way of learning design patterns. This could, theoretically, work in a controlled environment. The problem is that imagining all the different ways a project could go wrong and trying to develop counters for it could take a significant amount of time.
The above tips are ways showing how one can learn about design patterns. They are not as tricky as their name might suggest, but you still need to put in the work to learn how to use them properly.