Object Oriented Design Patterns: Why We Still Struggle With Them

Object Oriented Design Patterns: Why We Still Struggle With Them

Software engineering is messy. You sit down to write a simple feature, and suddenly you’re staring at a thousand-line class that handles database connections, UI logic, and—for some reason—email validation. We’ve all been there. It’s the "God Object" problem. This is exactly why object oriented design patterns exist, though honestly, most people use them wrong. They aren’t magical spells. They’re just solutions to recurring problems that people like Erich Gamma and Richard Helm noticed decades ago.

If you’ve ever felt like your code is a house of cards, you're likely missing the structural integrity these patterns provide. But here is the thing: over-engineering is just as dangerous as spaghetti code. I’ve seen developers implement a "Factory Provider Strategy" for a project that only needed a single if statement. It’s a balance.

The Gang of Four and the Reality of 1994

Back in 1994, a group known as the Gang of Four (GoF) released a book that changed everything. They laid out 23 patterns. Some have aged like fine wine; others feel like a dusty relic of a time when we were all obsessed with C++ memory management.

Take the Singleton, for example. It’s the most famous pattern and probably the most hated. Why? Because it’s essentially a global variable in a tuxedo. It’s hard to test. It creates hidden dependencies. Yet, every junior dev learns it first because it’s easy to wrap your head around. In the real world, you usually want Dependency Injection instead.

Then you have the Observer pattern. This one is the backbone of almost everything we do today. Think about how your phone gets a notification or how a React component updates when state changes. That’s the Observer at work. One object says, "Hey, I changed," and a bunch of other objects react. It’s decoupled. It’s clean. It’s why your app doesn’t crash every time you update a profile picture.

Why Patterns Are Not Recipes

Patterns are templates. You can't just copy-paste a Decorator pattern from a textbook and expect it to solve your specific business logic. You have to adapt.

Imagine you’re building an RPG game. You have a Warrior class. Now you want a Warrior with a MagicShield. Then a Warrior with a FlamingSword. If you use inheritance, you end up with a nightmare of subclasses like WarriorWithMagicShieldAndFlamingSword. It’s ridiculous. This is where the Decorator pattern shines. It lets you "wrap" your warrior in new behaviors at runtime. It’s additive.

The Creational Patterns We Actually Use

Most of the time, you're just trying to figure out how to create objects without making your code impossible to maintain. This is where object oriented design patterns in the "Creational" category come in.

The Factory Method is the workhorse here. Instead of calling new Dog(), you call petCreator.createPet(). Why bother? Because maybe tomorrow you need to return a RobotDog instead of a real one, and you don’t want to hunt through 50 files to change every new keyword. It centralizes the "where" and "how" of object birth.

The Builder Pattern is a Life Saver

Have you ever seen a constructor with seven parameters?
User u = new User("John", "Doe", 25, true, false, "123 Street", "NY");

Which boolean is for "isAdmin" and which is for "isActive"? You can’t tell by looking at it. The Builder pattern fixes this by making the construction process readable.

User u = UserBuilder.name("John").age(25).isAdmin(true).build();

It’s expressive. It prevents the "telescoping constructor" anti-pattern. If you’re working in Java or C#, this is basically mandatory for any complex data object.

🔗 Read more: Fighter Plane Performance: Why Speed Isn't Everything Anymore

Behavioral Patterns: The Logic Flow

This is where things get interesting. Behavioral patterns aren't about how objects are built, but how they talk to each other.

The Strategy pattern is a personal favorite. It’s basically a way to swap out an algorithm at runtime. Think about a checkout page on a website. You have different payment methods: PayPal, Credit Card, Bitcoin. Instead of a giant switch statement in your Checkout class, you define a PaymentStrategy interface.

  1. Create a PayPalStrategy.
  2. Create a CreditCardStrategy.
  3. Pass the one you need into the Checkout object.

The Checkout object doesn’t care how the payment happens. It just calls .pay(). This makes your code "Open-Closed"—open for extension but closed for modification. You can add a "Venmo" option next week without touching the original checkout code. That’s the dream.

Structural Patterns: Fitting Pieces Together

Sometimes you have two objects that should work together but don't because their interfaces are different.

The Adapter Pattern is exactly what it sounds like. It’s like a power adapter you use when traveling to Europe. If your system expects a Lightning cable but you have a USB-C source, you build an Adapter.

In software, this happens often when using third-party libraries. You don’t want to sprinkle the library’s specific code all over your project. If that library goes bust or you want to switch to a competitor, you’re stuck. Instead, you create an adapter. Your code talks to the adapter, and the adapter translates that to the library. If you change libraries, you only change the adapter.

The Composite Pattern: Trees Everywhere

If you’ve ever worked with a file system, you’ve dealt with the Composite pattern. A folder contains files. But a folder can also contain other folders.

The trick is making the "Leaf" (the file) and the "Composite" (the folder) look the same to the user. You want to be able to call .getSize() on a single file or a whole directory and have it work the same way. It simplifies how we handle tree structures significantly.

Common Misconceptions That Kill Productivity

People think patterns are a silver bullet. They aren’t.

One big mistake? Thinking you need to use all 23 GoF patterns in a single project. You don't. Most modern web development only really uses about five or six of them regularly.

Another misconception is that patterns are language-specific. While the GoF book used C++, these concepts apply to Python, TypeScript, Ruby, and even some functional languages that borrow these ideas. The syntax changes, but the logic—the "how we solve the problem"—is universal.

💡 You might also like: Finding the Right Picture of Computer Keyboard for Your Project Without Looking Like a Bot

Actually, some people argue that object oriented design patterns are just workarounds for missing features in a language. For example, in a language with first-class functions (like JavaScript), you don't really need the Command pattern as much because you can just pass a function as an argument.

Real-World Implementation: A Case Study

Let’s talk about a real-world scenario. Imagine you're building a weather monitoring app. You have a WeatherData object that gets updates from a satellite. You need to show this data on a mobile app, a web dashboard, and an API.

If you hardcode those three displays into your WeatherData class, you're in trouble. Every time you add a new display type (like a smart watch), you have to edit the weather data logic.

By using the Observer pattern:

  • WeatherData becomes the "Subject."
  • The displays become "Observers."
  • WeatherData just keeps a list of observers and notifies them when the temperature changes.

This is exactly how many modern event-driven architectures are built. It keeps your data source separate from your UI.

The Cost of Over-Engineering

There is a dark side. It's called "Pattern Happy."

I once worked on a legacy system where a previous developer had implemented an Abstract Factory to create a single type of report. There was never going to be another type of report. The business had existed for 20 years with one report. But because they wanted to follow "best practices," they added four layers of abstraction.

It took me three hours just to find where the actual SQL query was hidden.

Don't do this.

Use a pattern only when you actually feel the "pain" of the problem it solves. If your code is easy to read and easy to change, you don't need a pattern. If you find yourself copying and pasting code, or if a single change requires updating ten different files, that is when you reach for your pattern catalog.

Actionable Steps for Mastering Design Patterns

Learning these isn't about memorizing UML diagrams. It’s about recognizing smells in your code.

Start with the "Big Three": Focus on Singleton, Factory, and Observer. These appear everywhere. Once you "see" them in the wild (like in the Java Spring framework or the .NET middleware), the others start to make more sense.

Refactor, don't pre-factor: Write your code the simple way first. If it starts getting messy, refactor it into a pattern. This ensures the pattern actually fits the problem rather than forcing the problem to fit the pattern.

Read "Head First Design Patterns": Honestly, it's better than the original GoF book for most people. It uses visual learning and humor to explain these concepts, which makes them stick way better than dry academic text.

Check your language's standard library: Look at how your favorite language handles things. In Python, look at how @property or decorators work. In Java, look at java.util.Observable. Seeing how the experts implemented these patterns in the tools you use every day is the best way to learn the "right" way to do it.

Design patterns are just tools in a toolbox. You wouldn't use a sledgehammer to hang a picture frame, and you shouldn't use a Visitor pattern to iterate over a simple list. Keep it simple, keep it readable, and use patterns to manage complexity, not create it.