Design Pattern Evangelist Blog

Smart pointers about software design

Maintained by Jim Humelsine | RSS Feed | Edit on GitHub

An Introduction to Creational Design Patterns

Different mechanisms to create objects without calling new() directly


God creating heaven and earth

Introduction

After a year-long diversion into Automated Testing, I’ve completed the series, and I’m returning to Design Patterns with a series on Creational Design Patterns.

If you’ve ever wrestled with unwieldy constructors or tangled initialization logic, Creational Design Patterns offer proven solutions. Creational Design Patterns help software engineers control object creation, ensuring flexibility, testability, and scalability. Whether you need a single shared instance, a family of related objects, or assembled objects configured from a blueprint, these patterns offer time-tested solutions to common problems of initialization and configuration.

This series will walk you through several core patterns—what they are, when to use them, and how they simplify your code.

The Gang of Four’s Creational Design Patterns

The Gang of Four (GoF) organized their catalog of Design Patterns into three major categories, with the first category being the Creational Design Patterns. The other two are Structural Design Patterns and Behavioral Design Patterns. Structural patterns focus upon the organization of objects, and behavioral patterns focus upon their behaviors. Quite frankly, I’ve often felt like the GoF’s assignment of design patterns between the structural and behavior categories was somewhat arbitrary, which is why I don’t tend to focus upon their categorization.

I introduced the Gang Of Four Creational Design Pattern Inventory as a section within the Factory Design Pattern, but I didn’t provide too much detail. I’ll provide more details in subsequent blogs in this series.

These are patterns that allow the caller to acquire an object without being coupled to the class type for the object returned. The caller will reference the objects as an abstraction, such as an interface, which aligns with the GOF’s first design principle: Program to an interface, not an implementation.

Programming to an interface decouples software components and encourages a more modular design. It allows different class types to satisfy the caller’s reference including Test Doubles which makes testing easier.

The Creational Design Patterns

The GoF cataloged five Creational Design Patterns. I include a few more. Here is my set, each of which will link to a blog dedicated to that pattern when written:

What the GoF Missed

The GoF missed a few things, which I’ve addressed previously:

Creational Design Patterns Are Not Mutually Exclusive

Creational Design Patterns are not mutually exclusive. They can work together. For example, Builder could be used to create and assemble a Composite Tree. The Non-Terminal Nodes in this tree could be created using Factory Methods, and the Terminal Leaf Nodes could be created using Singletons or Flyweights.

Summary

Creational Design Patterns give us proven strategies for managing object creation, whether we need strict control, flexibility, or scalability. From ensuring a single instance with Singleton to constructing complex objects with Builder, each pattern addresses a unique design challenge. Mastering these patterns equips developers to write cleaner, more maintainable code — and to choose the right tool for the right job.

References

Previous: Consumer-Driven Contract Testing

Next: Preface, Primer, Table of Contents, Etc.

Home: Design Pattern Evangelist Blog