SUMMARY OF DESIGN PATTERNS IN JAVA
- Creational patterns deal with the creation of objects. They
provide a way to encapsulate the process of creating objects so that it
can be easily reused and modified. Some of the most popular creational
patterns in Java include:
- Singleton ensures that there is only one
instance of a class in a program.
- Factory Method defines an interface for creating
objects but leaves the actual implementation of the objects to
subclasses.
- Abstract Factory provides a way to create families
of related objects without specifying their concrete classes.
- Builder separates the construction of a complex
object from its representation.
- Prototype creates a new object by copying an
existing object.
- Structural patterns deal with the way that objects are composed
together. They provide a way to create structures of objects that are both
flexible and maintainable. Some of the most popular structural patterns in
Java include:
- Adapter converts the interface of one class into
an interface that another class expects.
- Bridge decouples an abstraction from its
implementation so that the two can vary independently.
- Composite represents a group of objects that are
treated as a single object.
- Decorator attaches additional responsibilities
to an object dynamically.
- Facade provides a simplified interface to a
complex system.
- Behavioral patterns deal with the way that objects interact
with each other. They provide a way to define the relationships between
objects and how they communicate with each other. Some of the most popular
behavioral patterns in Java include:
- Chain of Responsibility delegates a request to a
chain of objects until one object handles it.
- Command encapsulates a request as an object,
thereby enabling greater flexibility in handling requests.
- Interpreter defines a grammar and interprets
sentences in that grammar.
- Iterator provides a way to traverse a collection
of objects.
- Mediator defines an object that encapsulates how
a set of objects interact with each other.
- Observer defines a one-to-many dependency
between objects so that when one object changes state, all of its
dependents are notified and updated automatically.
- State allows an object to change its behavior
based on its internal state.
- Strategy defines a family of algorithms,
encapsulates each one, and makes them interchangeable.
- Template Method defines the skeleton of an
algorithm in an operation, deferring some steps to subclasses.
These are just a few of
the many design patterns that are available in Java. By understanding and using
design patterns, software developers can create more flexible, extensible, and
maintainable code.