Analysis
Compare patterns
Evaluate design patterns side by side across intent, tradeoffs, languages, and integration fit.
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Analysis
Pattern comparison
Reviewing 3 patterns.
| Criteria | |||
|---|---|---|---|
| Basics | |||
| Category | behavioral | structural | creational |
| Summary | Encapsulate a request as an object so it can be invoked, queued, logged, or undone independently of the receiver that performs the work. | — | — |
| Intent | Encapsulate a request as an object so it can be invoked, queued, logged, or undone independently of the receiver that performs the work. | Use sharing to support large numbers of fine-grained objects efficiently by separating shared intrinsic state from per-object extrinsic state. | Ensure a class has only one instance and provide a global access point to it. |
| Decision factors | |||
| Problem | A system needs to trigger actions without tightly coupling the code that requests an operation to the code that performs it, and it may also need queuing, history, or undo support. | A system creates a large number of similar objects, but storing all of their state separately uses too much memory. | A system needs exactly one shared instance of a class, and that instance must be globally accessible without allowing uncontrolled duplication. |
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| Integration notes | Commands work well for UI actions, background jobs, workflow steps, and undoable operations because invokers can trigger commands without depending on receiver details. | Flyweight is useful when thousands or millions of similar objects need to be represented efficiently, such as trees, glyphs, tiles, or UI tokens. | Singleton is useful for centralized services like configuration, logging, caching, and shared application state. |