You know you don't want to reinvent the wheel, so you look to Design Patterns: the lessons learned by those who've faced the same software design problems. With Design Patterns, you get to take advantage of the best practices and experience of others so you can spend your time on something more challenging. Something more fun. This book shows you the patterns that matter, when to use them and why, how to apply them to your own designs, and the object-oriented design principles on which they're based. Join hundreds of thousands of developers who've improved their object-oriented design skills through Head First Design Patterns.

If you've read a Head First book, you know what to expect: a visually rich format designed for the way your brain works. With Head First Design Patterns, 2E you'll learn design principles and patterns in a way that won't put you to sleep, so you can get out there to solve software design problems and speak the language of patterns with others on your team.


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Design patterns are powerful, and it's easy to see all kinds of ways they can be used in your current designs. Developers naturally love to create beautiful architectures that are ready to take on change from all directions.

Resist the temptation. If you have a practical need to support change in a design today, go ahead and employ a pattern to handle that change. However, if the reason is only hypothetical, don't add the pattern. It's only going to add complexity to your system, and you might never need it.

The beginner uses patterns everywhere. This is good. The beginner gets lots of experience with and practice using patterns. The beginner also thinks, "The more patterns I use, the better the design." The beginner will learn that this is not so, that all designs should be as simple as possible. Complexity and patterns should only be used where they are needed for practical extensibility.

Do you really want a junior developer using patterns everywhere? It's about as safe as encouraging them to "experiment" with a gas-powered chainsaw. The best way to learn to write simple code is to write simple code! Patterns, like all forms of compexity, should be avoided until they are absolutely necessary. That's the first thing beginners need to learn. Not the last thing.

First of all, I love those books, so great choise :-) "Head First Design Patterns" speaks only about design patterns, "Head First Object Oriented Analysis and Design" contains a lot more like requirements engineering, testing etc. So if you want to learn OOP, then I would suggest to choose the design patterns book first and then the other one.

Comp sci grad, java dev for last few years, never really learned design patterns and I have a digital copy of the mentioned book that I began and enjoyed through the first chapter or so. I thought I would buy a hard copy but before I did I wanted to see if people consider it a good resource to learn design patterns in Java considering it is over a decade old at this point. And yes, GoF is much older and is the staple, but if it doesn't sound like a bad idea after polling this group I would go for HFDP and then GoF afterwards. Thoughts?

"The choice of programming language is important because it influences

 one's point of view. Our patterns assume Smalltalk/C++-level language features,

 and that choice determines what can and cannot be implemented easily. If we

 assumed procedural languages, we might have included design patterns called

 'Inheritance,' 'Encapsulation,' and 'Polymorphism.'"

The "Head First Design Patterns" book was really helpful for me few years ago when I was in college and starting to learn about design patterns. However, my main focus has always been towards back-end technologies (Java and PHP) and I've never really worked with JavaScript, so I don't really know how much these patterns are applicable in modern JS.

You're not alone.


 At any given moment, somewhere in the world someone struggles with the same software design problems you have. You know you don't want to reinvent the wheel (or worse, a flat tire), so you look to Design Patterns--the lessons learned by those who've faced the same problems. With Design Patterns, you get to take advantage of the best practices and experience of others, so that you can spend your time on...something else. Something more challenging. Something more complex. Something more fun.


 You want to learn about the patterns that matter--why to use them, when to use them, how to use them (and when NOT to use them). But you don't just want to see how patterns look in a book, you want to know how they look "in the wild". In their native environment. In other words, in real world applications. You also want to learn how patterns are used in the Java API, and how to exploit Java's built-in pattern support in your own code.


 You want to learn the real OO design principles and why everything your boss told you about inheritance might be wrong (and what to do instead). You want to learn how those principles will help the next time you're up a creek without a design pattern.


 Most importantly, you want to learn the "secret language" of Design Patterns so that you can hold your own with your co-worker (and impress cocktail party guests) when he casually mentions his stunningly clever use of Command, Facade, Proxy, and Factory in between sips of a martini. You'll easily counter with your deep understanding of why Singleton isn't as simple as it sounds, how the Factory is so often misunderstood, or on the real relationship between Decorator, Facade and Adapter.


 With Head First Design Patterns, you'll avoid the embarrassment of thinking Decorator is something from the "Trading Spaces" show. Best of all, in a way that won't put you to sleep! We think your time is too important (and too short) to spend it struggling with academic texts.


 If you've read a Head First book, you know what to expect--a visually rich format designed for the way your brain works. Using the latest research in neurobiology, cognitive science, and learning theory, Head First Design Patterns will load patterns into your brain in a way that sticks. In a way that lets you put them to work immediately. In a way that makes you better at solving software design problems, and better at speaking the language of patterns with others on your team.

I'm trying to teach myself some design patterns using a book that I was recommended, Head First Design Patterns. I came to the chapter on the Decorator Pattern, and although I understand the purpose of it, I'm a bit fuzzy on it's layout.

I guess programming language eliminate the need of some design patterns. The problems these books address, how many of these are relevant to rust? To be more direct, which object-oriented Design Patterns I do not need to learn when using Rust and why?

Most likely, understanding design patterns in other languages is useful. Not in the sense that you will be able to re-use or translate code in a one-to-one fashion, but in a sense that you will have a feeling as to how to approach common code organization problems.

So I would say: go ahead with the books you are reading, learn something about every pattern because they might come in handy later, and write your own code however you think it's the most beautiful. Don't feel obliged to use patterns, but feel free to use them if they fit.

So, I am assuming there are some Rust language features which help us bypass some design patterns which are necessary for OOP. What are these features? I am looking for something like "use a, b, c features to detour x, y, z design patterns". Is there any good resource that can answer this question?

Rust's language features are largely centered around correctness and memory safety. They are invented for managing memory correctly and efficiently, and for expressing sophisticated type-level constraints in order to model domain requirements as closely as possible. They are not invented for the purpose of building design patterns into the language.

The most important design patterns are extensively discussed, such as the observer pattern, the decorator pattern, the factory pattern, the singleton pattern, the command pattern, the adapter and facade patterns, the template method pattern, the iterator and composite patterns, the state pattern, the proxy pattern, compound patterns.

We can think design patterns as a set of best practices in Object-Oriented Design (OOD). It gives us a shared vocabulary, and simplifies communications with others by thinking at the pattern level instead of the nitty-gritty object level.

Regular readers to my blog and book reviews will know that I have previously reviewed a book on Software Design Patterns, Design Patterns: Elements of Reusable Object-Oriented Software which is as many developers would agree The Book on software design patterns and provides all the information you'll ever want to know about software design patterns, and I highly recommend it. However, I would also be the first to admit, it is also quite a difficult read, especially if you are new to software design patterns. It is written and approaches the subject from a very academic perspective, like so many software development text books written in the 90's do, primarily because that was the way things were back then.

Over the years I have often had people refer me to Head First Design Patterns: A Brain-Friendly Guide (1st Edition) often praising the book for how it made them understand and appreciate software design patterns in a way that the aforementioned book never did. However, for one reason or another I never bought the book.

It was while scrolling through books for Microservices, which is a subject I am diving deeper of late, I discovered that a Head First Design Patterns: Building Extensible and Maintainable Object-Oriented Software (2nd Edition) had recently been released after a hiatus of 25 years! I thought I might as well get it. I know that nothing fundamental will have changed with design patterns in particular but I am always keen to broaden my horizons and try different approaches to learning. 2351a5e196

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