Java Design Pattern

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Java Design Pattern

“Design Patterns are recurring solution to design problems” Presentation By: Himanshu Kumar Upadhyay

Definitions • “Pattern” as the name suggests, means series of events occurring in a definite order. • Design patterns are just convenient ways of reusing object-oriented code between projects and between programmers. The idea behind design patterns is simple-- write down and catalog common interactions between objects that

Pattern Categories There are 23 design patterns in Java. These patterns are grouped under three heads: 1. Creational Patterns 2. Structural Patterns 3. Behavioral Patterns

Creational Pattern All the creational patterns define the best possible way in which an object can be instantiated. These describes the best way to CREATE object instances. Now everyone knows the object instance in Java can be created using a new operator.

Type Of Creational Patterns There are five type of creational patterns Factory Pattern Abstract Factory Pattern Builder Pattern Prototype Pattern Singleton Pattern

Factory Pattern The Problem:

One of the goals of object-oriented design is to delegate responsibility among different objects. This kind of partitioning is good since it encourages Encapsulation and Delegation. • Sometimes, an Application (or framework) at runtime, cannot anticipate the class of object that it must create. The Application (or framework) may know that it has to instantiate classes, but it may only know about abstract classes (or interfaces), which it cannot instantiate. Thus the Application class may only know when it has to instantiate a new Object of a class, not what kind of subclass to create. • a class may want it's subclasses to specify the objects to be created. • a class may delegate responsibility to one of several helper subclasses so that knowledge can be localized

Factory Pattern

(cont…)

Definition:

The essence of the Factory Pattern is to "Define an interface for creating an object, but let the subclasses decide which class to instantiate. The Factory method lets a class defer instantiation to subclasses.“ If we have a super class and n sub-classes, and based on data provided, we have to return the object of one of the sub-classes, we use a factory pattern

.

Factory methods are common in toolkits and frameworks where library code needs to create objects of types which may be subclasses by applications using the framework. The BorderFactory class in java used combination of Factory and Singleton pattern

Abstract Factory Pattern A software design pattern, the Abstract Factory Pattern provides a way to encapsulate a group of individual factories that have a common theme. In normal usage, the client software would create a concrete implementation of the abstract factory and then use the generic interfaces to create the concrete objects that are part of the theme. The client does not know (or care) about which concrete objects it gets from each of these internal factories since it uses only the generic interfaces of their products. This pattern separates the details of implementation of a set of objects from its general usage. The Abstract Factory pattern is one level of abstraction higher than the factory pattern. You can use this pattern when you want to return one of several related classes of

Abstract Factory Pattern (cont…) • In Java the pluggable look-and-feel classes accomplish this at the system level so that instances of the visual interface components are returned correctly once the type of lookand-feel is selected by the program. Here we find the name of the current windowing system and then tell the PLAF abstract factory to generate the correct objects for us. String laf = UIManager.getSystemLookAndFeelClassName(); try { UIManager.setLookAndFeel(laf); } catch (UnsupportedLookAndFeelException exc){ System.err.println("UnsupportedL&F: " + laf); } catch (Exception exc){ System.err.println("Error loading " + laf); }

Builder Pattern “The Builder Pattern separates the construction of a

complex object from its representation so that the same construction process can create different representations”. The Builder Pattern consists of a Builder, ConcreteBuilder, Director and Product. The Director object is responsible for the construction process of the complex object but delegates the actual creation and assembly to the Builder interface. The Builder object specifies the interface for creating parts of the complex object. The Product represents the complex object that is created by the ConcreteBuilder objects. The Product consists of multiple parts that are created separately by the ConcreteBuilder objects. The ConcreteBuilder objects create and assemble the parts that make up the Product through the Builder interface.

Builder Pattern

(cont….)

Prototype Pattern A prototype pattern is a used when the type of objects to create is determined by a prototypical instance, which is cloned to produce new objects. To implement the pattern, declare an abstract base class that specifies a pure virtual clone() method. Any class that needs a "polymorphic constructor" capability derives itself from the abstract base class, and implements the clone() operation. Cloning In Java:

Prototype Pattern

(cont…)

Singleton Pattern “Ensure a class only has one instance, and provide a global point of access to it.” The Singleton Pattern can be implemented in Java in one of several ways. Creating Singleton Pattern by Using Static Variable Static Class Using Static Method

Singleton Pattern

(cont…)

By Static Variable: In this approach, we create a static

variable which is used to maintain the single instance of class. class PrintSpooler { static boolean instance_flag = false; //true if 1 instance public PrintSpooler() throws Singleton Exception { if (instance_flag) throw new SingletonException("Only one spooler allowed"); else instance_flag = true; //set flag for 1 instance System.out.println("spooler opened"); } public void finalize() { instance_flag = false; //clear if destroyed }

Singleton Pattern

(cont…)

By Static Class: In this approach, all methods and fields of the class is declared static. There already is a kind of Singleton class in the standard Java class libraries: the Math class. This is a class that is declared final and all methods are declared static. One advantage of the final class approach is that you don’t have to wrap things in awkward try blocks. The disadvantage is that if you would like to drop the restrictions of Singleton status, this is easier to do in the exception style class structure. We’d have a lot of reprogramming to do to make the static approach allow multiple instances.

Singleton Pattern By Static Method:

(cont…)

In this approach, we make the constructor private so an instance can be created from within static method of the class. It’s overcome both of the problems which is mentioned in previous approaches. class PrintSpooler { static PrintSpooler printSpooler; private PrintSpooler() { // ---------} public PrintSpooler getSpoolerInstance() { if(printSpooler == null) { printSpooler = new PrintSpooler(); }

Structural Pattern Structural patterns describe how classes and objects can be combined to form larger structures. The difference between class patterns and object patterns is that class patterns describe how inheritance can be used to provide more useful program interfaces. Object patterns, on the other hand, describe how objects can be composed into larger structures using object composition, or the inclusion of objects within other objects.

Type of Structural Patterns There are seven type of Structural patterns Adapter Pattern Bridge Pattern Composite Pattern Decorator Pattern Facade Pattern Flyweight Pattern Proxy Pattern

Adapter Pattern “This pattern establishes a relationship between the two unrelated interfaces such that they work together. This is similar to the conversion of one interface of one class to the interface expected by the client.” An adapter allows classes to work together that normally could not because of incompatible interfaces, by providing its interface to clients while using the original interface. The adapter translates calls to its interface into calls to the original interface, and the amount of code necessary to do this is typically small. The adapter is also responsible for transforming data into appropriate forms. For instance, if multiple boolean values are stored as a single integer but your consumer requires a 'true'/'false',

Bridge Pattern The bridge pattern is used in software engineering which is meant to "decouple an abstraction from its implementation so that the two can vary independently“. The bridge uses encapsulation, aggregation, and can use inheritance to separate responsibilities into different classes. When a class varies often, the features of objectoriented programming become very useful because changes to a program's code can be made easily with minimal prior knowledge about the program. The bridge pattern is useful when both the class as well as what it does varies. The class itself can be thought of as the implementation and what the class can do as the abstraction. The bridge pattern can also be thought of as

Composite Pattern Composite allows a group of objects to be treated in the same way as a single instance of an object. The intent of composite is to "compose" objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions uniformly. Composite can be used when clients should ignore the difference between compositions of objects and individual objects. If programmers find that they are using multiple objects in the same way, and often have nearly identical code to handle each of them, then composite is a good choice; it is less complex in this situation to treat primitives and composites as homogeneous.

Decorator Pattern “The decorator pattern is a design pattern that allows new/additional behaviour to be added to an existing class dynamically”

.

The Decorator pattern provides us with a way to modify the behavior of individual objects without having to create a new derived class. Suppose we have a program that uses eight objects, but three of them need an additional feature. You could create a derived class for each of these objects, and in many cases this would be a perfectly acceptable solution. However, if each of these three objects require different modifications, this would mean creating three derived classes. Further, if one of the classes has features of both of the other classes, you begin to create a complexity that is both confusing and unnecessary.

Facade Pattern A facade is an object that provides a simplified interface to a larger body of code, such as a class library. A facade can: – make a software library easier to use and understand, since the facade has convenient methods for common tasks; – make code that uses the library more readable, for the same reason; – reduce dependencies of outside code on the inner workings of a library, since most code uses the facade, thus allowing more flexibility in developing the system – wrap a poorly-designed collection of APIs with a single welldesigned API.

An Adapter is used when the wrapper must respect a particular interface and must support a polymorphic behavior. On the other hand a facade is used when one

Facade Pattern

Flyweight Pattern • There are cases in programming where it seems that you need to generate a very large number of small class instances to represent data. Sometimes you can greatly reduce the number of different classes that you need to instantiate if you can recognize that the instances are fundamentally the same except for a few parameters. If you can move those variables outside the class instance and pass them in as part of a method call, the number of separate instances can be greatly reduced.

Proxy Pattern “A proxy is a class functioning as an interface to something else. The proxy could interface to anything: a network connection, a large object in memory, a file, or some other resource that is expensive or impossible to duplicate.” • In situations where multiple copies of a complex object must exist the proxy pattern can be adapted to incorporate the flyweight pattern in order to reduce the application's memory footprint. Typically one instance of the complex object is created, and multiple proxy objects are created, all of which contain a reference to the single original complex object. Any operations performed on the proxies are forwarded to the original object. Once all instances of the proxy are out of scope, the complex object's memory may

Behavioral Pattern “Behavioral design patterns are design patterns that identify common communication patterns between objects and realize these patterns. By doing so, these patterns increase flexibility in carrying out this communication”

1. 2. 3. 4. 5.

The most common Behavioral Pattern are as follows: Chain of Responsibility Pattern Command Pattern Interpreter Pattern Iterator Pattern Mediator Pattern

Behavioral Pattern 6. 7. 8. 9. 10. 11.

Memento Pattern Observer Pattern State Pattern Strategy Pattern Template Pattern Visitor Pattern

(Cont…)

Chain Of Responsibility “The Chain Of Responsibility pattern allows a

number of classes to attempt to handle a request, without any of them knowing about the capabilities and functionalities of other classes. It provides a loose coupling between these classes; The only common link is the request that is passed between them. The request is passed along until one of classes can handle it”. Applicability: 4. You have more than one handler that can handle a request and there is no way to know which handler to use. The handler must be determined by chain.

Chain Of Responsibility (Cont…) 2. You want to issue a request to one of several objects without specifying which one explicitly. 3. You want to be able to modify the set of object dynamically that can handle request.

Example: the best example of the “Chain Of Responsibility” pattern is “Multiple catch statement” to handle a exception.

Command Pattern “The command pattern is a design pattern in which an object is used to represent and encapsulate all the information needed to call a method at a later time. This information includes the method name, the object that owns the method and values for the method parameters”. Three terms always associated with the command pattern are client, invoker and receiver. The client instantiates the command object and provides the information required to call the method at a later time. The invoker decides when the method should be called. The receiver is an instance of the class that contains the method's code.

This pattern is different from the Chain of Responsibility in a way that, in the earlier one, the request passes through each of the classes before finding an object that can take the responsibility. The command pattern however finds the

Interpreter Pattern “The interpreter pattern is a particular design pattern. The interpreter pattern specifies how to evaluate sentences in a language. The basic idea is to have a class for each symbol (terminal or nonterminal) in a specialized computer language. The syntax tree of a sentence in the language is an instance of the composite pattern and is used to evaluate (interpret) the sentence”. To make this interpreter clearer, let’s take an example. The “musical notes” is an “Interpreted Language”. The musicians read the notes, interpret them according to “Sa, Re, Ga, Ma…” or “Do, Re, Me… ” etc and play the instruments, what we get in output is musical sound waves. Think of a program which can take the Sa, Re, Ga, Ma etc and produce the sounds for the frequencies. For Sa, the frequency is 256 Hz, similarly, for Re, it is 288Hz and for Ga, it is 320 Hz etc etc…

Iterator Pattern “The iterator is one of the simplest and most frequently used design pattern. The iterator pattern move you through a list or collection of data using standard interface without having to know the detail of internal representation of the data. In addition you can define special iterator that perform some special processing and return only specific element of data collection. We use iterators quite frequently in everyday life. For example, remote control of TV. Any remote control we use, either at home/hotel or at a friend’s place, we just pick up the TV remote control and start pressing Up and Down or Forward and Back keys to iterate through the channels.

Mediator Pattern Usually a program is made up of a (sometimes large) number of classes. So the logic and computation is distributed among these classes. However, as more classes are developed in a program, especially during maintenance and/or refactoring, the problem of communication between these classes may become more complex. This makes the program harder to read and maintain. Furthermore, it can become difficult to change the program, since any change may affect code in several other classes. With the mediator pattern communication between objects is encapsulated with a mediator object. Objects no longer communicate directly with each other, but instead communicate through the mediator. This reduces the

Mediator Pattern

(Cont…)

A very common example can be airplanes interacting with the control tower and not among themselves. The control tower knows exactly, where each of the airplanes is, and guides them whereas the airplanes have their own responsibilities of landing and takeoff. Another popular example is Stock exchange, The stock exchange acting like a mediator and the traders did not need to know other traders and services provided by them to make a deal. The traders have their own responsibilities as buyers and sellers and it was stock exchange’s responsibility to match their deals and get the settlement done.

Memento Pattern “The memento pattern is a software design pattern that provides the ability to restore an object to its previous stat” This pattern has three roles for objects. 4. The Originator is the object whose state we wants to save. 5. The memento is another object that save the state of originator. 6. The care taker manages the timing of saving of the state, saves the memento and, if needed, uses the memento to restore the state of the originator.

Observer Pattern “The observer is a software design pattern in

which an object, called the subject, maintains a list of its dependents, called observers, and notifies them automatically of any state changes, usually by calling one of their methods. It is mainly used to implement distributed event handling systems.” For Example: You might represent stock price changes both in a graph and in a table or list box. Each time the price changes, we did expect both the representations to change at once without any action in our parts. Java API provides a built-in interface Observer and

State “The State pattern is used when you want to have an enclosing class switch between number of related contained classes, and pass method call to the current contained class. The state pattern switches between internal classes in such a way that enclosing object appears to changes its class.” Many programmer have had the experience of creating a class which perform slightly different calculations or display different information based into argument passed into the class. This frequently leads to sort of switch or ifelse statement inside the class that determine which behavior to carry out. It is inelegance that the state pattern

Strategy Pattern “Define a family of algorithms, encapsulate each one, and make them interchangeable. [The] Strategy [pattern] lets the algorithm vary independently from clients that use it.” The strategy pattern is useful for situations where it is necessary to dynamically swap the algorithms used in an application. The strategy pattern is intended to provide a means to define a family of algorithms, encapsulate each one as an object, and make them interchangeable. The strategy pattern lets the algorithms vary independently from clients that use them.

Template Patten “Whenever you write a parent class where you leave one or more of the methods to be implemented by the derived classes, You are in essence using The Template Pattern. The template pattern formalizes the idea of defining an algorithm in a class, but leaving some of the details to be implemented in subclasses. In other words, If your base class is an abstract class, You are using the simple form of the Template Pattern.” In a template pattern, the model has no inherent knowledge of how it would be utilized. The actual algorithm is delegated to the views, i.e. templates. Different

Visitor Pattern “The visitor design pattern is a way of separating an algorithm from an object structure upon which it operates. A practical result of this separation is the ability to add new operations to existing object structures without modifying those structures. Thus, using the visitor pattern helps conformance with the open/closed principle.” In essence, the visitor allows one to add new virtual functions to a family of classes without modifying the classes themselves; instead, one creates a visitor class that implements all of the appropriate specializations of the virtual function. The visitor takes the instance reference as input, and implements the goal through double dispatch.

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