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NotesComputer Science HLTopic 7.2Design patterns
Back to Computer Science HL Topics
7.2.54 min read

Design patterns (Computer Science HL)

IB Computer Science • Unit 7

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Contents

  • Named solutions to problems that recur
  • The patterns to know
  • Choosing well — and not over-using
  • Exam-style question
The big idea: A design pattern is a named, reusable solution to a problem that keeps coming up — not a library, and not code you copy.

Its real value is vocabulary: "use an observer here" replaces a paragraph of explanation.

What a pattern is and is not

  • Is a description of a structure and why it works
  • Is shared vocabulary between developers
  • Is not a library or a framework — you implement it yourself
  • Is not obligatory: forcing a pattern where there is no problem adds complexity for nothing

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1

Singleton

2

Factory

3

Observer

4

Strategy

Each one removes a specific pain: Factory removes scattered constructor calls. Observer removes the subject having to know its listeners. Strategy removes an if-chain choosing an algorithm. Singleton removes duplicate instances — at the cost of introducing global state.

Name the pain, and the pattern justifies itself.

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ProblemPatternWhat it removes
One instance must be sharedSingletonDuplicate, inconsistent instances
Which class to create variesFactoryConcrete class names scattered everywhere
Many parts react to a changeObserverThe subject knowing its listeners
The algorithm must varyStrategyAn if-chain selecting behaviour
Over-application is a real fault: A pattern applied where its problem does not exist adds indirection, files and vocabulary for no benefit.

A factory producing one kind of object is just a constructor with extra steps. In an exam, saying when not to use a pattern shows judgement.

How this is tested — you must match a pattern to the problem it solves and say what it removes. It comes up two ways:

Paper 2 — working with code

  • Explain a named pattern, 3-4 marks
  • State the purpose of singleton, factory or observer
  • Identify which pattern a description matches

Paper 2 — the algorithmic-thinking question

  • Choose a pattern for a scenario and justify it
  • Explain a drawback of a pattern
The classic trap: Describing what the pattern is without saying what it removes. "An observer notifies subscribers" is a definition; "so the subject never has to know who is listening, and new listeners need no change to it" is the answer.

The problem Observer answers, and the shape it uses.

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IB-style questionSuggest[5 marks]

A dashboard shows a temperature reading as a number, a graph and a warning light, all updating when a new reading arrives. Suggest a design pattern, justify it, and state one drawback.

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IB Exam Questions on Design patterns

Practice with IB-style questions filtered to Topic 7.2.5. Get instant AI feedback on every answer.

Practice Topic 7.2.5 QuestionsBrowse All Computer Science HL Topics

How Design patterns Appears in IB Exams

Examiners use specific command terms when asking about this topic. Here's what to expect:

Define

Give the precise meaning of key terms related to Design patterns.

AO1
Describe

Give a detailed account of processes or features in Design patterns.

AO2
Explain

Give reasons WHY — cause and effect within Design patterns.

AO3
Evaluate

Weigh strengths AND limitations of approaches in Design patterns.

AO3
Discuss

Present arguments FOR and AGAINST with a balanced conclusion.

AO3

See the full IB Command Terms guide →

Related Computer Science HL Topics

Continue learning with these related topics from the same unit:

7.1.1Fundamentals of OOP
7.1.2Designing classes
7.1.3Static vs non-static
7.1.4Classes and objects
View all Computer Science HL topics

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7.2.4Composition and aggregation
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