What is creational?
Creational refers to a family of software design patterns that focus on how objects are created. Instead of using direct constructors everywhere, these patterns provide flexible ways to instantiate classes, manage lifecycles, and hide the details of object creation from the rest of the code.
Let's break it down
The most common creational patterns are:
- Singleton: ensures only one instance of a class exists and provides a global point of access.
- Factory Method: defines an interface for creating an object, but lets subclasses decide which class to instantiate.
- Abstract Factory: provides an interface for creating families of related or dependent objects without specifying their concrete classes.
- Builder: separates the construction of a complex object from its representation, allowing the same construction process to create different representations.
- Prototype: creates new objects by copying an existing object, known as the prototype.
Why does it matter?
Creational patterns help you write code that is easier to change, test, and extend. By centralizing object creation, you reduce duplication, avoid tight coupling between classes, and can swap out implementations (for example, switching from a local database to a cloud service) without rewriting large parts of the system.
Where is it used?
- Singleton is often used for logging, configuration settings, or a single database connection pool.
- Factory Method appears in UI frameworks where different button types are created based on the operating system.
- Abstract Factory is used in game development to produce families of related objects like enemies, weapons, and terrain that match a specific theme.
- Builder is common when constructing complex objects such as HTTP requests, SQL queries, or multi-step setup wizards.
- Prototype is useful in graphic editors where copying shapes or documents quickly creates new instances.
Good things about it
- Promotes code reuse and reduces duplication.
- Increases flexibility by allowing you to change the concrete classes you work with at runtime.
- Improves testability because you can inject mock objects more easily.
- Helps manage resources efficiently, especially with patterns like Singleton that control a single shared instance.
Not-so-good things
- Adds extra layers of abstraction, which can make the code harder to read for beginners.
- May introduce unnecessary complexity if over‑used for simple object creation.
- Some patterns (e.g., Singleton) can lead to hidden dependencies and make unit testing more difficult if not handled carefully.
- Slight performance overhead due to indirection, especially when factories or builders are called frequently.