This document provides an overview of design patterns in Java. It defines design patterns as solutions to common programming problems that have proven successful in practice. The Gang of Four (GoF) published a seminal book on design patterns in 1994. Design patterns promote reusability and maintainability. There are three main categories of design patterns: creational, structural, and behavioral. Creational patterns deal with object creation mechanisms while structural patterns focus on relationships between entities. Behavioral patterns address communication between objects. Common examples like singleton, factory method, observer, and iterator patterns are described.
Software Design Patterns - Selecting the right design patternJoao Pereira
This is part of my course on Object Oriented Programming. It talks about design patterns, the famous GOF patterns, and how to select the right design pattern.
It's my report based on design pattern whosever want to learn how to create application using java with design patterns with less complexity they can see that
Lecture two,
An introduction to Design Pattern
History
Pattern Language,
Categorization according to GoF
MVC
Creational Design Patterm
Factory Method
Abstract Factory
Singleton
Builder
Software Design Patterns - Selecting the right design patternJoao Pereira
This is part of my course on Object Oriented Programming. It talks about design patterns, the famous GOF patterns, and how to select the right design pattern.
It's my report based on design pattern whosever want to learn how to create application using java with design patterns with less complexity they can see that
Lecture two,
An introduction to Design Pattern
History
Pattern Language,
Categorization according to GoF
MVC
Creational Design Patterm
Factory Method
Abstract Factory
Singleton
Builder
Creating high-quality designs by applying relevant patterns is a key skill of an architect. When you learn patterns by “discovering” them through real-world examples and case studies, you’ll remember them forever. The special feature of this presentation: First a design problem is presented and when you refactor it, you’ll discover that it is actually a design pattern (that’s an unusually effective way to discover patterns)!
Introduction to the User Interface domain for business applications, a pattern based approach to model the UI and code generation techniques to make it possible.
Session for Code Generation 2011
Simon Brown is coming to the UK to teach his Software Architecture for Developers Workshop in April, so we asked him if he could give a free talk on software architecture for our community. Simon agreed to give a talk exploring the question "Architecture, where do you start?".
Refactoring for Design Smells - ICSE 2014 TutorialTushar Sharma
In this tutorial, we introduce a comprehensive catalog, classification, and naming scheme for design smells to the participants. We discuss important structural design smells based on how they violate the four key object oriented design principles (abstraction, encapsulation, modularization, and hierarchy). Smells are illustrated through design smells found in OpenJDK (Open source Java Development Kit) code base, with discussions on refactoring strategies for addressing them.
Software Architecture: Principles, Patterns and PracticesGanesh Samarthyam
Are you a developer or designer aspiring to become an architect? Do you want to learn about the architecture of open source applications? Do you want to learn software architecture through case studies and examples? If you have answered “yes” to any of these questions, this presentation is certainly for you. This presentation will introduce you to key topics in software architecture including architectural principles, constraints, non-functional requirements (NFRs), architectural styles and design patterns, viewpoints and perspectives, and architecture tools. A special feature of this workshop: it covers examples and case studies from open source applications. What’s more, you’ll also get exposed to some free or open source tools used by practicing software architects.
Contents overview:
* Introduction to SA
* Overview of design principles, patterns and architectural styles
* Realising quality requirements (NFRs)
* Case studies: Architecture of well-known open source applications
* Tools: Free or open source tools for software architects
* Must to read books on software architecture
(Presented in OSI Days workshop in Bangalore on 19th Nov 2015).
Awareness of design smells - indicators of common design problems - helps developers or software engineers understand mistakes made while designing and apply design principles for creating high-quality designs. This presentation provides insights gained from performing refactoring in real-world projects to improve refactoring and reduce the time and costs of managing software projects.
Why Design Patterns Are Important In Software EngineeringProtelo, Inc.
In software engineering, a design pattern is a general repeatable solution to a commonly occurring problem in software design. A design pattern is not a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations. Learn how design patterns quickly solve common classes of problems and streamline communication between developers.
Creating high-quality designs by applying relevant patterns is a key skill of an architect. When you learn patterns by “discovering” them through real-world examples and case studies, you’ll remember them forever. The special feature of this presentation: First a design problem is presented and when you refactor it, you’ll discover that it is actually a design pattern (that’s an unusually effective way to discover patterns)!
Introduction to the User Interface domain for business applications, a pattern based approach to model the UI and code generation techniques to make it possible.
Session for Code Generation 2011
Simon Brown is coming to the UK to teach his Software Architecture for Developers Workshop in April, so we asked him if he could give a free talk on software architecture for our community. Simon agreed to give a talk exploring the question "Architecture, where do you start?".
Refactoring for Design Smells - ICSE 2014 TutorialTushar Sharma
In this tutorial, we introduce a comprehensive catalog, classification, and naming scheme for design smells to the participants. We discuss important structural design smells based on how they violate the four key object oriented design principles (abstraction, encapsulation, modularization, and hierarchy). Smells are illustrated through design smells found in OpenJDK (Open source Java Development Kit) code base, with discussions on refactoring strategies for addressing them.
Software Architecture: Principles, Patterns and PracticesGanesh Samarthyam
Are you a developer or designer aspiring to become an architect? Do you want to learn about the architecture of open source applications? Do you want to learn software architecture through case studies and examples? If you have answered “yes” to any of these questions, this presentation is certainly for you. This presentation will introduce you to key topics in software architecture including architectural principles, constraints, non-functional requirements (NFRs), architectural styles and design patterns, viewpoints and perspectives, and architecture tools. A special feature of this workshop: it covers examples and case studies from open source applications. What’s more, you’ll also get exposed to some free or open source tools used by practicing software architects.
Contents overview:
* Introduction to SA
* Overview of design principles, patterns and architectural styles
* Realising quality requirements (NFRs)
* Case studies: Architecture of well-known open source applications
* Tools: Free or open source tools for software architects
* Must to read books on software architecture
(Presented in OSI Days workshop in Bangalore on 19th Nov 2015).
Awareness of design smells - indicators of common design problems - helps developers or software engineers understand mistakes made while designing and apply design principles for creating high-quality designs. This presentation provides insights gained from performing refactoring in real-world projects to improve refactoring and reduce the time and costs of managing software projects.
Why Design Patterns Are Important In Software EngineeringProtelo, Inc.
In software engineering, a design pattern is a general repeatable solution to a commonly occurring problem in software design. A design pattern is not a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations. Learn how design patterns quickly solve common classes of problems and streamline communication between developers.
Design Patterns are very popular among software developers. A design pattern is a well-described solution to a common software problem.
Some of the benefits of using design patterns are:
1. Design Patterns are already defined and provide industry standard approach to solve a recurring problem, so it saves time if we sensibly use the design pattern. There are many java design patterns that we can use in our Java-based projects.
2.Using design patterns promotes reusability that leads to more robust and highly maintainable code. It helps in reducing total cost of ownership (TCO) of the software product.
3.Since design patterns are already defined, it makes our code easy to understand and debug. It leads to faster development and new members of team understand it easily
Object-Oriented Programming in Java
Java is a well-liked programming language that may be used to create a wide range of applications, from straightforward desktop programs to intricate web programs. It is an object-oriented programming language that enables programmers to create modular, reusable code, making it simple to maintain and update.
We shall look at the fundamentals of Java object-oriented programming in this tutorial. The fundamentals of object-oriented programming in Java, oops concepts such as classes and objects, inheritance, polymorphism, and encapsulation will all be covered. You will have a solid understanding of object-oriented programming in Java and how to use it to create robust and scalable programs at the end of this article.
Introduction to OOPs concept
Object-oriented programming in Java is a programming paradigm that revolves around objects. An object is a real-world entity that has a set of attributes and behaviors. In Java, even basic data types like integers and booleans are considered objects.
In OOPS, a program is designed by creating objects that interact with each other to perform tasks. Objects have attributes that define their properties and methods that define their behavior.
In Java, we create classes, which are templates that define the attributes and behaviors of objects. A class can be compared to an object creation blueprint. Once a class is defined, objects can be created based on that class.
Principles of Object-Oriented Programming
There are four main principles of object-oriented programming:
a. Abstraction
Abstraction is the process of hiding complex details and providing a simplified interface for the user. It helps developers to create simpler and more understandable models of a complex system, by just exposing only the required features and not the implementation part. In Java, abstraction can be achieved using interfaces and abstract classes.
b. Encapsulation
Encapsulation is the process of hiding the internal details of an object and providing a public interface for accessing and modifying the object. It helps in maintaining the integrity of the object and ensures that its internal state cannot be modified by external code. In Java, encapsulation can be achieved using access modifiers such as public, private, and protected.
Got confused between Abstraction and Encapsulation?
Abstraction is about simplifying the complexity of a system by focusing on its essential features, while encapsulation is about protecting the integrity of an object by hiding its internal details.
c. Inheritance
The process of creating a new class from an existing one is called Inheritance. The new class inherits the attributes and behaviors of the existing class and can add additional attributes and behaviors. This helps in reducing code duplication, promoting code reuse, and making the code more modular and maintainable. In Java, the extend keyword is useful for achieving inheritance.
d. Polymorphism
The ability of an
This paper presents an approach to dynamic component composition that facilitates creating new
composed components using existing ones at runtime and without any code generation. The dynamic
abilities are supported by extended type notion and implementation based on additional superstructure
provided with its Java API and corresponding JavaBeans components. The new component composition is
performed by building the composed prototype object that can be dynamically transformed into the new
instantiable type (component). That approach demonstrates interrelations between prototype-based and
class-based component-oriented programming. The component model proposed can be used when
implementing user-defined types in declarative languages for event-driven applications programming.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
2. DESIGN PATTERNS IN JAVA
A design patterns are well-proved solution for solving the specific
problem/task.
Design patterns represent the best practices used by experienced object-
oriented software developers. Design patterns are solutions to general
problems that software developers faced during software development. These
solutions were obtained by trial and error by numerous software developers
over quite a substantial period of time.
A design pattern systematically names, motivates, and explains a general
design that addresses a recurring design problem in object-oriented systems.
It describes the problem, the solution, when to apply the solution, and its
consequences. It also gives implementation hints and examples.
3. WHAT IS GANG OF FOUR (GOF)?
In 1994, four authors Erich Gamma, Richard Helm, Ralph
Johnson and John Vlissides published a book titled Design
Patterns - Elements of Reusable Object-Oriented
Software which initiated the concept of Design Pattern in
Software development.
These authors are collectively known as Gang of Four
(GOF).
According to these authors design patterns are primarily
based on the following principles of object orientated design.
Program to an interface not an implementation
Favor object composition over inheritance
4. USAGE OF DESIGN PATTERN
Design Patterns have two main usages in software development.
Common platform for developers
Design patterns provide a standard terminology and are specific to particular scenario. For
example, a singleton design pattern signifies use of single object so all developers familiar
with single design pattern will make use of single object and they can tell each other that
program is following a singleton pattern.
Best Practices
Design patterns have been evolved over a long period of time and they provide best solutions
to certain problems faced during software development. Learning these patterns helps
unexperienced developers to learn software design in an easy and faster way.
5. WHAT ARE DESIGN PATTERNS IN JAVA?
Design Patterns in Java are very talked-about among
software system developers. A design pattern could be a
well-described answer to a typical software system problem.
Some of the advantages of using design patterns are:
Java Design Patterns provide a traditional business approach
to resolve a recurring problem. Therefore it saves time if we
use the design pattern. There are several Java design
patterns that we can use in our Java projects.
6. Using design patterns in Java promotes reusability that ends
up in a lot of robust and highly maintainable code. It helps in
reducing Total Cost of Ownership (TCO) of the software
package.
Since design patterns are already defined, it makes our code
straightforward to understand and debug. It ends up in
quicker development and new members of the team are
aware of it simply
7. ADVANTAGE OF DESIGN PATTERN:
They are reusable in multiple projects.
They provide the solutions that help to define the system architecture.
They capture the software engineering experiences.
They provide transparency to the design of an application.
They are well-proved and testified solutions since they have been built
upon the knowledge and experience of expert software developers.
Design patterns don’t guarantee an absolute solution to a problem. They
provide clarity to the system architecture and the possibility of building a
better system.
8. WHEN SHOULD WE USE THE DESIGN PATTERNS?
We must use the design patterns during the analysis and requirement
phase of SDLC(Software Development Life Cycle).
Design Patterns are already defined and provides industry standard
approach to solve a recurring problem, so it saves time if we sensibly
use the design pattern. There are many java design patterns that we can
use in our java based projects.
Using design patterns promotes reusability that leads to
more robust and highly maintainable code. It helps in reducing total cost
of ownership (TCO) of the software product.
Since design patterns are already defined, it makes our code easy to
understand and debug. It leads to faster development and new members
of team understand it easily.
10. TYPES OF DESIGN PATTERNS IN JAVA
These Java design patterns have 3 categories – Creational, Structural, and
Behavioural design patterns.
a) Creational Design Patterns in Java
Creational design patterns in Java give an answer to instantiate an object within
the very best approach for specific things.
Creational design patterns are concerned with the way of creating
objects. These design patterns are used when a decision must be made at the
time of instantiation of a class (i.e. creating an object of a class).
Creational patterns often used in place of direct instantiation with constructors.
They make the creation process more adaptable and dynamic.
In particular, they can provide a great deal of flexibility about which objects are
created, how those objects are created, and how they are initialized.
These design patterns provide a way to create objects while hiding the creation
logic, rather than instantiating objects directly using new operator. This gives
program more flexibility in deciding which objects need to be created for a given
use case.
11. TYPES OF DESIGN PATTERNS IN JAVA CONTD.
i. Singleton Pattern
Singleton design patterns in Java restricts the instantiation of a class and ensures that just one
instance of the class exists within the Java virtual machine. It looks to be a really easy design
pattern, however, once it involves implementation, it comes with a lot of implementation
concerns. The implementation of the Singleton pattern has always been a disputable topic
among developers.
Singleton Pattern says that just "define a class that has only one instance and
provides a global point of access to it".
In other words, a class must ensure that only single instance should be created and
single object can be used by all other classes.
There are two forms of singleton design pattern
Early Instantiation: creation of instance at load time.
Lazy Instantiation: creation of instance when required.
12. TYPES OF DESIGN PATTERNS IN JAVA CONTD.
(ii) Factory Method Pattern
A Factory Pattern or Factory Method Pattern says that just define an interface or abstract
class for creating an object but let the subclasses decide which class to
instantiate. In other words, subclasses are responsible to create the instance of the class.
The Factory Method Pattern is also known as Virtual Constructor.
Factory design pattern is most suitable when complex object creation steps are involved.
To ensure that these steps are centralized and not exposed to composing classes.
Factory design pattern is used when we have a super class with multiple sub-classes and
based on input, we need to return one of the sub-class. This pattern take out the
responsibility of instantiation of a class from client program to the factory class.
Factory design patterns in Java is used once we have an excellent class with multiple
sub-classes and a super input. In this, we need to define the interface or abstract class
for creating an object. Subclasses are responsible for the creation of an instance of the
class.
13. TYPES OF DESIGN PATTERNS IN JAVA CONTD.
(iii.) Abstract Factory Pattern
Abstract factory Java pattern can compare to factory pattern and its
factory of factories. A single factory category that returns the various
sub-classes supported the input provided and factory class uses if-else
or switch statement to attain this. An Abstract Factory Pattern is also
known as Kit.
In Abstract factory pattern, we tend to eliminate if-else block and have a
factory class for every sub-class and so an Abstract factory class which
will return the sub-class supported the input factory category.
Abstract Factory Pattern says that just define an interface or abstract
class for creating families of related (or dependent) objects but
without specifying their concrete sub-classes. That means Abstract
Factory lets a class returns a factory of classes. So, this is the reason
that Abstract Factory Pattern is one level higher than the Factory
Pattern.
14. B) STRUCTURAL DESIGN PATTERNS IN JAVA
Structural Java patterns give alternative ways to form a class
structure, as an example mistreatment inheritance and
composition to form an outsized object from small objects.
Structural design patterns are concerned with how classes
and objects can be composed, to form larger structures.
The structural design patterns simplifies the structure by
identifying the relationships.
These patterns focus on, how the classes inherit from each
other and how they are composed from other classes.
15. STRUCTURAL DESIGN PATTERNS IN JAVA CONTD.
(i) Flyweight Pattern
Flyweight design pattern is used when we need to create a lot of Objects of a class. Since every
object consumes memory space that can be crucial for low memory devices, such as mobile
devices or embedded systems, flyweight design pattern can be applied to reduce the load on
memory by sharing objects. String Pool implementation in java is one of the best example of
Flyweight pattern implementation.
(ii) Bridge Pattern
When we have interface hierarchies in both interfaces as well as implementations, then bridge
design pattern is used to decouple the interfaces from implementation and hiding the
implementation details from the client programs. Like Adapter pattern, it’s one of the Structural
design pattern.
The implementation of bridge design pattern follows the notion to prefer Composition over
inheritance.
Bridge design pattern is used to decouple a class into two parts – abstraction and
it’s implementation – so that both can evolve in future without affecting each other. It increases the
loose coupling between class abstraction and it’s implementation.
A Bridge Pattern says that just "decouple the functional abstraction from the implementation
so that the two can vary independently".
The Bridge Pattern is also known as Handle or Body.
16. C) BEHAVIORAL DESIGN PATTERNS
These design patterns are specifically concerned with communication
between objects.
Behavioral design patterns are concerned with the interaction and
responsibility of objects.
In these design patterns, the interaction between the objects should be
in such a way that they can easily talk to each other and still should
be loosely coupled.
That means the implementation and the client should be loosely coupled in
order to avoid hard coding and dependencies.
17. (I) OBSERVER PATTERN
Observer pattern defines a one-to-many dependency
between objects so that when one object changes
state, all its dependents are notified and updated
automatically.
It is also referred to as the publish-subscribe pattern.
18. (ii) Iterator
According to GoF, Iterator Pattern is used "to access the
elements of an aggregate object sequentially without
exposing its underlying implementation".
The Iterator pattern is also known as Cursor.
In collection framework, we are now using Iterator that is
preferred over Enumeration.
Iterator pattern provides a way to access the elements of
an aggregate object sequentially without exposing its
underlying representation.