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Design Patterns in Java: Introduction, Patterns, and Templates

Introduction

Design patterns represent best practices used by experienced object-oriented software developers. Design patterns are solutions to common problems that software developers encounter, and many have realized these solutions after a lengthy trial and error.

Java Design Patterns

Some of the paybacks of using design patterns are:

  • Design patterns previously defines and provide an industry-standard approach to solving a recurring problem, so they save time if we use design patterns wisely. We can use numerous Java design patterns in our Java-based plans.
  • Using design patterns encourages reuse, resulting in more robust and maintainable code. Helps reduce the total cost of ownership (TCO) of a software product.
  • Since design patterns already defines, they make understanding and debugging our code more accessible.
  • It leads to faster development and a better experience for new team members.

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Creative Design Template

Creative Design Template

Constructive design patterns provide a solution to instantiate an object in the best possible way for specific situations.

1. Style: Design Patterns

The Singleton pattern limits the instantiation of the class and ensures that there is only one instance of the course in the JVM. It seems to be a very subtle design pattern, but when it emanates into operation, it has a lot of implementation issues. The function of the Singleton pattern has always been controversial among developers.

2. Factory Style: Design Patterns

Factory design is used when we have a superclass with many subclasses based on the input. We need to return one of the subclasses. This template is responsible for instantiating the Client Program class to the Factory class. We can implement a unique pattern in the factory class or make the factory method static.

3. Abstract Factory Model: Design Patterns

Suppose you are familiar with Factory Design Pattern in Java. In that case, you will see that we have a Factory class that returns different subclasses based on the input provide and uses the if-else or if-else factory to achieve this.

4. Building Models

This pattern was introduces to solve some problems with Factory and Abstract Factory design patterns when an object has many attributes. The constructor model solves the problem with many optional parameters and inconsistent states, providing a step-by-step method for object creation and a technique that will return the final object.

5. Pattern Pattern

The prototype form is used when creating an expensive object that requires a lot of time and resources, and you already have a similar thing. So this model provides a mechanism to copy the original object into a new object and then modify it according to our needs. This clone template uses Java to simulate the thing, and the prototype design pattern requires the object you are copying to provide copy functionality.

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Structural Design Pattern

Structural model classes provide various ways to create structure, such as using inheritance and composition to create larger objects from smaller objects.

1. Transformer Style: Design Patterns

A switch design pattern is a structural design pattern and is used to allow two unrelated interfaces to work together. An object that binds to these unrelated interfaces is called a switch. As a concrete example, we can think of a cell phone charger as an adapter since a cell phone battery requires 3 volts to charge, but a typical outlet is 120 volts (US) or Outputs 240 volts (India).

2. Composite Model: Design Patterns

The composite model is one of the structural design models used when we need to represent a partial-aggregate hierarchy. When we need to create a structure that behaves equally with the objects in the system, we can apply the compound design pattern.

3. Proxy Style: Design Patterns

The purpose of the proxy pattern is to “provide an alternative or placeholder to control access for another object”. The definition itself is solid, and a proxy way is used when we want to provide controlled access to the function.

4. Flyweight Styling

Flyweight design is used when we need to create a large number of class objects. Since each object takes up memory space require for low-memory devices, such as mobile devices or embed systems, a flyweight design pattern can be applied to reduce the load on memory by sharing objects.

5. Interface Styling

The interface style is used to help client applications interact with the system quickly. Suppose we have a claim with a set of interfaces to use the MySQL/Oracle database and to produce unlike types of reports, such as HTML reports, PDF reports, etc., then we have different styles to work with. There will be a separate set of interfaces for of database.

6. Bridge Model

When we have interface hierarchy in both interface and application, the Bridge design pattern separates interface from implementation and hides implementation details from the client program. Like the transformer model, it is one of the structural design models.

7. Decorative Pattern

The Decorator design use to modify the functionality of an object at runtime. Also, other instances of the same class will not be affect by it, so the individual thing gets the changed behavior. A decorator pattern is a structural design pattern (such as the Adapter Pattern, Bridge Pattern, and Compound Pattern) that uses an interface with abstract classes or configurations to be implement.

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Conclusion

A design pattern provides a generic, reusable solution to common problems that occur in software design. The way usually refers to the relationship and interaction between classes. The idea is to speed up the growth procedure by providing proven and proven development/design models. Design patterns are programming language-independent strategies for solving a common problem, meaning that the design pattern represents an idea, not a specific implementation. Using design designs, you can make your code more flexible, reusable and maintainable.

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