This is an article about Design Patterns in Java. It will be useful for repetition, generalization, and getting to know how to save some money using coupons and taking into account discounts provided by other companies. Or for those who first came to patterns before learning deeper.
What a design pattern is, and where do we use them?
Design patterns are ready-to-use solutions to common programming problems. It can be a solution to typical programming problems that arise before a programmer and should be used in order not to write low-quality, poorly readable, and poorly supported code.
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Pay attention that design patterns suitable for the task are implemented on a case-by-case basis. It should be remembered that such a pattern if applied incorrectly or to an inappropriate task, can cause a lot of problems. Nevertheless, a correctly applied and wisely bought pattern will help to solve the problem easily and easily.
Also, patterns may be similar to algorithms. But they have a difference. The algorithm consists of specific steps describing the required actions. On the other hand, the patterns only describe the approach but do not describe the implementation steps.
The main categories of patterns and their purpose
One of the most common job requirements is "Pattern knowledge." There are different patterns that solve specific problems. The following categories are usually distinguished:
1. Creational, such as:
- Abstract factory.
These patterns solve the problem of providing flexibility in object creation.
These patterns solve the problem of efficiently building connections between objects.
- Template method.
- Chain of responsibility.
These patterns solve the problem of efficient communication between objects.
The most popular patterns and how they are used in Java
Let's take a look at the features of the patterns, ranking them in terms of popularity and complexity of use. In this case, you’ll know what features you should look for while you’re choosing necessary patterns. It helps you evaluate their real characteristics and levels of complexity so that you could buy them for a reasonable price at a great discount.
Factory: popularity 3/3, complexity 1/3.
A pattern that solves the problem of creating different products, without specifying the classes of specific products. The factory method defines the method that should be used instead of calling a new one to create product objects. Subclasses can override this method to change the type of products they create.
Applicability: In any Java code in which flexibility is needed while growing products.
Abstract factory: popularity 3/3, complexity 2/3.
It is a design pattern that solves the problem of creating entire families of related products without specifying specific product classes.
Applicability: can regularly be observed in Java code, specifically wherein it's miles important to create households of products (for example, inside frameworks)
Builder: popularity 3/3, complexity 2/3.
Unlike other generative patterns, the Builder lets you create different products using the same building process.
Applicability: it can often be found in Java code, especially where you need a step-by-step creation of products or configuration of complex objects.
Adapter: popularity 3/3, complexity 1/3.
It is a pattern that allows incompatible objects to be connected and is a layer between them.
Applicability: This can regularly be observed in Java code, especially where it's required to transform distinct statistics sorts or to paintings collectively among training with distinct interfaces.
Iterator: popularity 3/3, complexity 2/3.
A pattern that allows you to consistently traverse a complex collection without revealing the details of its implementation. With Iterator, the consumer can traverse unique collections in an identical way, using the same iterator interface.
Applicability: This can often be found in Java code, especially in programs that work with different types of collections and where traversal of different entities is required.
Observer: popularity 3/3, complexity 2/3.
Allows objects to notify other objects about changes in their state. At the same time, observers can freely subscribe and unsubscribe from these notifications.
Applicability: The Observer can regularly be located in Java code, in particular in which the event-pushed version of touch among additives is used. The observer allows individual components to react to events occurring in other components.
Strategy: popularity 3/3, complexity 1/3.
This pattern takes a set of algorithms into their own classes and makes them interchangeable. Other objects contain a reference to the strategy object and delegate work to it. The program can replace this object with another if a different way of solving the problem is required.
Applicability: This is frequently utilized in Java code, particularly where it's vital to update the set of rules at runtime. Starting in Java 8, many of the strategy examples can be replaced with simple lambda expressions.
State: popularity 2/3, complexity 1/3.
A pattern that allows you to dynamically change the behavior of an object when its state changes. State-dependent behaviors are moved to separate classes. The original class holds a reference to one of these state objects and delegates work to it.
Applicability: The State pattern is often used in Java to turn bulky state machines built on switch statements into objects.
Template method: popularity 2/3, complexity 1/3.
A pattern that defines the basis of an algorithm in a superclass and forces subclasses to block the steps of that algorithm.
Applicability: This may be determined in lots of Java library classes. Developers create them to permit clients to effortlessly and quickly increase widespread code the use of inheritance.
Mediator: popularity 2/3, complexity 2/3.
A pattern that simplifies communication between the components of a system. The Mediator removes direct connections between individual components, forcing them to connect with each other through themselves.
Applicability: the most popular use of Mediator in Java code is to link multiple GUI(Graphical user interface) components of a single program.
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Using Patterns You Can Solve Repetitive Problems
The smart use of design patterns leads to better maintenance of the code. In addition to being a good solution to a common problem, other developers can recognize design patterns. This can reduce the time and spendings when working with certain codes.
Based on these findings, we can confidently say that a deeper study of patterns will definitely play a positive role in your programming experience. Moreover, now you know how to evaluate different patterns and how to define their reasonable prices.
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About the author: Diane H. Wong is a search engine optimization specialist and business coach. Besides, she is a research paper writer DoMyWriting so she prefers to spend her spare time working out marketing strategies. In this case, she has an opportunity to share her experience with others and keep up with advancing technologies.