The Design Patterns Java Companion - Free Book
For those of you looking to increase your Java programming
skills, especially in regards to object-oriented coding, here is a great free
Java book that will help you, titled "The Design
Patterns Java Companion".
The
phrase “design patterns” may seem a little formal
when first read, but what they really are are convenient ways of
reusing object-oriented code among different programming
projects and between
programmers. The very concept of design patterns is simple -- document
and index common interactions between objects that that you, as a Java
programmer, have often found to be valuable or useful.
Design
patterns describe
how objects communicate without becoming ensarled in each one's data
models and methods. Maintaining this separation is a
fundamental goal of good Object-Oriented coding. If you have
been trying to do this as you program in Java, then you may be using
some of these design pattern techniques.
The
Design Patterns Java Companion
- The Factory Method provides a simple decision making class which returns one of several possible subclasses of an abstract base class depending on data it is provided.
- The Abstract Factory Method provides an interface to create and return one of several families of related objects.
- The Builder Pattern separates the construction of a complex object from its representation, so that several different representations can be created depending on the needs of the program.
- The Prototype Pattern starts with an initialized and instantiated class and copies or clones it to make new instances rather than creating new instances.
- The Singleton Pattern provides a class of which there can be no more than instance, and provides a single global point of access to that instance.
- The Adapter pattern can be used to make one class interface match another to make programming easier.
- The Composite Pattern a composition of objects, each of which may be either simple or itself a composite object.
- The Proxy Pattern is frequently a simple object that takes the place of a more complex object that may be invoked later.
- The Flyweight Pattern is a pattern for sharing objects, where each instance does not contain its own state, but stores it externally.
- The Façade Pattern is used to make a single class represent an entire subsystem.
- The Bridge Pattern separates an object’s interface from its implementation, so you can vary them separately.
- The Decorator Pattern an be used to add responsibilities to objects dynamically.
- The Observer Pattern defines the way a number of classes can be notified of a change,
- The Mediator defines how communication between classes can be simplified by using another class to keep all classes from having to know about each other.
- The Chain of Responsibility allows an even further decoupling between classes, by passing a request between classes until it is recognized.
- The Template Pattern provides an abstract definition of an algorithm, and
- The Interpreter provides a definition of how to include language elements in a program.
- The Strategy Pattern encapsulates an algorithm inside a class,
- The Visitor Pattern adds function to a class,
- The State Pattern provides a memory for a class’s instance variables.
- The Command Pattern provides a simple way to separate execution of a command from the interface environment that produced it, and
- The Iterator Pattern formalizes the way we move through a list of data within a class.
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