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Design Patterns (Gang of Four) Cheat Sheet

Design Patterns (Gang of Four) Cheat Sheet

Summarizes the classic Gang of Four creational, structural, and behavioral design patterns with a runnable Strategy and Singleton example.

2 PagesIntermediateApr 5, 2026

Creational Patterns

Patterns concerned with flexible object creation.

  • Singleton- Ensures a class has only one instance and provides a global point of access to it
  • Factory Method- Defines an interface for creating an object, letting subclasses decide which concrete class to instantiate
  • Abstract Factory- Provides an interface for creating families of related objects without specifying their concrete classes
  • Builder- Separates construction of a complex object from its representation, allowing step-by-step assembly
  • Prototype- Creates new objects by cloning an existing instance instead of instantiating from scratch

Structural Patterns

Patterns for composing classes and objects into larger structures.

  • Adapter- Converts the interface of a class into another interface that clients expect
  • Decorator- Attaches additional responsibilities to an object dynamically without altering its class
  • Facade- Provides a simplified, unified interface to a complex subsystem
  • Composite- Composes objects into tree structures so clients treat individual objects and compositions uniformly
  • Proxy- Provides a surrogate or placeholder for another object to control access to it
  • Bridge- Decouples an abstraction from its implementation so the two can vary independently

Behavioral Patterns

Patterns focused on communication and responsibility between objects.

  • Strategy- Defines a family of interchangeable algorithms and encapsulates each one behind a common interface
  • Observer- Defines a one-to-many dependency so that when one object changes state, all its dependents are notified
  • Command- Encapsulates a request as an object, allowing parameterization, queuing, and undoable operations
  • Template Method- Defines the skeleton of an algorithm in a base class, deferring specific steps to subclasses
  • Iterator- Provides a way to access elements of a collection sequentially without exposing its underlying representation
  • State- Allows an object to alter its behavior when its internal state changes, appearing to change its class

Strategy & Singleton in Practice

Two of the most commonly used GoF patterns implemented in Python.

python
# Strategy patternclass DiscountStrategy:    def apply(self, price: float) -> float:        raise NotImplementedErrorclass NoDiscount(DiscountStrategy):    def apply(self, price):        return priceclass PercentageDiscount(DiscountStrategy):    def __init__(self, percent):        self.percent = percent    def apply(self, price):        return price * (1 - self.percent / 100)class Order:    def __init__(self, strategy: DiscountStrategy):        self.strategy = strategy    def total(self, price):        return self.strategy.apply(price)order = Order(PercentageDiscount(10))order.total(100)   # => 90.0# Singleton patternclass Config:    _instance = None    def __new__(cls):        if cls._instance is None:            cls._instance = super().__new__(cls)        return cls._instance

Observer & Decorator in Practice

A pub/sub Observer paired with a stacked Decorator, showing how the two behavioral/structural patterns compose cleanly.

python
from abc import ABC, abstractmethod# Observer patternclass Subject:    def __init__(self):        self._observers = []    def subscribe(self, fn):        self._observers.append(fn)    def notify(self, event):        for fn in self._observers:            fn(event)class StockTicker(Subject):    def update_price(self, symbol, price):        self.notify({"symbol": symbol, "price": price})ticker = StockTicker()ticker.subscribe(lambda e: print(f"Logger: {e}"))ticker.subscribe(lambda e: print(f"Alert if {e['price']} > 100"))ticker.update_price("ACME", 105)# Decorator pattern (function-based, stackable)class Coffee(ABC):    @abstractmethod    def cost(self) -> float: ...class Espresso(Coffee):    def cost(self):        return 2.0class MilkDecorator(Coffee):    def __init__(self, wrapped: Coffee):        self._wrapped = wrapped    def cost(self):        return self._wrapped.cost() + 0.5class SyrupDecorator(Coffee):    def __init__(self, wrapped: Coffee):        self._wrapped = wrapped    def cost(self):        return self._wrapped.cost() + 0.3drink = SyrupDecorator(MilkDecorator(Espresso()))drink.cost()   # => 2.8, decorators stack in wrap order

Visitor Pattern & Double Dispatch

Adding new operations over a fixed object hierarchy without modifying the element classes, using double dispatch.

java
interface Shape {    void accept(ShapeVisitor v);}class Circle implements Shape {    double radius;    Circle(double r) { radius = r; }    public void accept(ShapeVisitor v) { v.visit(this); }  // double dispatch}class Rectangle implements Shape {    double w, h;    Rectangle(double w, double h) { this.w = w; this.h = h; }    public void accept(ShapeVisitor v) { v.visit(this); }}interface ShapeVisitor {    void visit(Circle c);    void visit(Rectangle r);}class AreaVisitor implements ShapeVisitor {    double total = 0;    public void visit(Circle c) { total += Math.PI * c.radius * c.radius; }    public void visit(Rectangle r) { total += r.w * r.h; }}// New operations (e.g. PerimeterVisitor, SvgExportVisitor) are added// without touching Circle or Rectangle -- Visitor trades ease of adding// new element types for ease of adding new operations.

Chain of Responsibility

Decoupling a request's sender from its handlers by letting each link in a chain decide to process or forward it.

typescript
abstract class Handler {  protected next?: Handler;  setNext(h: Handler): Handler {    this.next = h;    return h;  }  handle(req: Request): Response | null {    return this.next ? this.next.handle(req) : null;  }}class AuthHandler extends Handler {  handle(req: Request) {    if (!req.token) return { status: 401 };    return super.handle(req);  }}class RateLimitHandler extends Handler {  handle(req: Request) {    if (req.ip in blocked) return { status: 429 };    return super.handle(req);  }}class RouteHandler extends Handler {  handle(req: Request) {    return { status: 200, body: route(req) };  }}const chain = new AuthHandler();chain.setNext(new RateLimitHandler()).setNext(new RouteHandler());chain.handle(incomingRequest);// Each handler decides independently whether to short-circuit or delegate

Flyweight for Memory-Heavy Object Graphs

Sharing immutable intrinsic state across many logical instances to cut memory use in large object graphs like text renderers or game maps.

python
class GlyphFlyweight:    """Intrinsic (shared) state: everything that doesn't vary per occurrence."""    def __init__(self, char, font, size):        self.char, self.font, self.size = char, font, size    def render(self, x, y):  # extrinsic state passed in at call time        print(f"draw '{self.char}' ({self.font},{self.size}) at ({x},{y})")class GlyphFactory:    _pool = {}    @classmethod    def get(cls, char, font, size):        key = (char, font, size)        if key not in cls._pool:            cls._pool[key] = GlyphFlyweight(char, font, size)        return cls._pool[key]# Rendering a 10,000-character document reuses ~100 unique glyph objects# instead of allocating 10,000 -- extrinsic (x, y) state stays outside# the shared flyweight.

Common GoF Anti-Patterns & Gotchas

Ways these patterns get misapplied in real codebases.

  • Singleton as global mutable state- Turns a Singleton into a hidden dependency that breaks unit test isolation; prefer dependency injection of a single instance instead
  • Factory explosion- Wrapping every constructor in a Factory Method 'for consistency' adds indirection with no variability to hide
  • Visitor vs Strategy confusion- Visitor adds operations across a fixed type hierarchy; Strategy swaps one algorithm at a single call site -- don't reach for Visitor when Strategy suffices
  • Decorator ordering bugs- Stacked decorators are order-sensitive (e.g. compression before encryption vs. after); document the required wrap order
  • Abstract Factory over-generalization- Building a family-of-products factory before a second product family actually exists is speculative complexity
  • Command without undo- If a Command's execute() has no matching undo(), you're just reinventing a callback with extra ceremony
  • Proxy hiding failures- A caching or remote Proxy that silently swallows errors from the real subject makes debugging much harder
Pro Tip

Favor composition-based patterns (Strategy, Decorator) over inheritance-based ones when behavior needs to vary at runtime — they keep classes open for extension without deep, fragile class hierarchies.

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