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Design Patterns Java Book Download: How to Use Design Patterns to Improve Your Code Quality and Perf



Get hands-on experience implementing 26 of the most common design patterns using Java and Eclipse. In addition to Gang of Four (GoF) design patterns, you will also learn about alternative design patterns, and understand the criticisms of design patterns with an overview of anti-patterns. For each pattern you will see at least one real-world scenario, a computer-world example, and a complete implementation including output. This book has three parts. The first part covers 23 Gang of Four (GoF) design patterns. The second part includes three alternative design patterns. The third part presents criticisms of design patterns with an overview of anti-patterns. You will work through easy-to-follow examples to understand the concepts in depth and you will have a collection of programs to port over to your own projects. A Q&A session is included in each chapter and covers the pros and cons of each pattern. The last chapter presents FAQs about the design patterns. The step-by-step approach of the book helps you apply your skills to learn other patterns on your own, and to be familiar with the latest version of Java and Eclipse. What You'll Learn Work with each of the design patterns Implement design patterns in real-world applications Choose from alternative design patterns by comparing their pros and cons Use the Eclipse IDE to write code and generate output Read the in-depth Q&A session in each chapter with pros and cons for each design pattern Who This Book Is For Software developers, architects, and programmers


Design patterns can speed up the development process by providing tested, proven development paradigms. Effective software design requires considering issues that may not become visible until later in the implementation. Reusing design patterns helps to prevent subtle issues that can cause major problems and improves code readability for coders and architects familiar with the patterns.




Design Patterns Java Book Download



Often, people only understand how to apply certain software design techniques to certain problems. These techniques are difficult to apply to a broader range of problems. Design patterns provide general solutions, documented in a format that doesn't require specifics tied to a particular problem.


In addition, patterns allow developers to communicate using well-known, well understood names for software interactions. Common design patterns can be improved over time, making them more robust than ad-hoc designs.


These design patterns are all about class instantiation. This pattern can be further divided into class-creation patterns and object-creational patterns. While class-creation patterns use inheritance effectively in the instantiation process, object-creation patterns use delegation effectively to get the job done.


These design patterns are all about Class and Object composition. Structural class-creation patterns use inheritance to compose interfaces. Structural object-patterns define ways to compose objects to obtain new functionality.


Peter Norvig provides a similar argument. He demonstrates that 16 out of the 23 patterns in the Design Patterns book (which is primarily focused on C++) are simplified or eliminated (via direct language support) in Lisp or Dylan.


Some authors allege that design patterns don't differ significantly from other forms of abstraction, and that the use of new terminology (borrowed from the architecture community) to describe existing phenomena in the field of programming is unnecessary. The Model-View-Controller paradigm is touted as an example of a "pattern" which predates the concept of "design patterns" by several years. It is further argued by some that the primary contribution of the Design Patterns community (and the Gang of Four book) was the use of Alexander's pattern language as a form of documentation; a practice which is often ignored in the literature.


Design Patterns: Elements of Reusable Object-Oriented Software (1994) is a software engineering book describing software design patterns. The book was written by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, with a foreword by Grady Booch. The book is divided into two parts, with the first two chapters exploring the capabilities and pitfalls of object-oriented programming, and the remaining chapters describing 23 classic software design patterns. The book includes examples in C++ and Smalltalk.


The book started at a birds of a feather (BoF) session at OOPSLA '90, "Towards an Architecture Handbook", run by Bruce Anderson, where Erich Gamma and Richard Helm met and discovered their common interest. They were later joined by Ralph Johnson and John Vlissides.[2] The original publication date of the book was October 21, 1994 with a 1995 copyright, hence it is often cited with a 1995-year, despite being published in 1994. The book was first made available to the public at the OOPSLA meeting held in Portland, Oregon, in October 1994.In 2005 the ACM SIGPLAN awarded that year's Programming Languages Achievement Award to the authors, in recognition of the impact of their work "on programming practice and programming language design".[3] As of March 2012, the book was in its 40th printing.


Criticism has been directed at the concept of software design patterns generally, and at Design Patterns specifically. A primary criticism of Design Patterns is that its patterns are simply workarounds for missing features in C++, replacing elegant abstract features with lengthy concrete patterns, essentially becoming a "human compiler". Paul Graham wrote:[4]


Peter Norvig demonstrates that 16 out of the 23 patterns in Design Patterns are simplified or eliminated by language features in Lisp or Dylan.[5] Related observations were made by Hannemann and Kiczales who implemented several of the 23 design patterns using an aspect-oriented programming language (AspectJ) and showed that code-level dependencies were removed from the implementations of 17 of the 23 design patterns and that aspect-oriented programming could simplify the implementations of design patterns.[6]


In an interview with InformIT in 2009, Erich Gamma stated that the book authors had a discussion in 2005 on how they would have refactored the book and concluded that they would have recategorized some patterns and added a few additional ones, such as extension object/interface, dependency injection, type object, and null object. Gamma wanted to remove the Singleton pattern, but there was no consensus among the authors to do so.[9]


Learn how to implement design patterns in Java: each pattern in Java Design Patterns is a complete implementation and the output is generated using Eclipse, making the code accessible to all. The examples are chosen so you will be able to absorb the core concepts easily and quickly.This book presents the topic of design patterns in Java i...


Applying design patterns to JavaScript code creates more reliable and maintainable code. In this book, you will explore different design patterns and learn where and how to implement them with the help of detailed examples.In the first part of the book, we start off with an introduction to design patterns, and then move on to creating cla...


In this book, we will show you how to implement a series of best practices and design patterns to help you create efficient and robust Node.js applications with ease.We kick off by exploring the basics of Node.js, analyzing its asynchronous event driven architecture and its fundamental design patterns. We then show you how to build asynch...


Get hands-on experience implementing 26 of the most common design patterns using Java and Eclipse. In addition to Gang of Four (GoF) design patterns, you will also learn about alternative design patterns, and understand the criticisms of design patterns with an overview of anti-patterns. For each pattern you will see at least one real-wor...


Designing good application interfaces isn't easy now that companies need to create compelling, seamless user experiences across an exploding number of channels, screens, and contexts. In this updated third edition, you'll learn how to navigate through the maze of design options. By capturing UI best practices as design patterns,...


Design patterns are the reusable template solutions that are for solving common problems that occur in software development such as repetitive code, reusable patterns, redundant functions etc. They are similar to customizable blueprints for solving any problem. This concept was first described by Christopher Alexander and was later picked by 4 authors - Erich Gamma, John Vlissides, Ralph Johnson, and Richard Helm - popularly known as the Gang of Four and published in their book Design Patterns: Elements of Reusable Object-Oriented Software in 1994. Design Patterns teaches the developers how to solve commonly recurring problems without spending too much time and effort while developing solutions to them. Due to this, the demand for software developers to know these patterns has grown a lot.


Design patterns are template-based reusable solutions to help developers work effortlessly in multiple projects. In Java, the design patterns are flexible and help to identify unwanted repetitive code easily. The architecture of the software can be customised as per the requirements. Some of the advantages of using design patterns in Java are:


Both Design Patterns and Algorithms describe typical solutions to any given problem. But the main difference is that the algorithm defines a clear set of actions for achieving a goal and a design pattern provides a high-level description of any solution. Design patterns applied to two different problems might be the same but the logic of implementation would be different and is based on the requirements.


An observer design pattern is a type of behavioural design pattern that is used for defining the one to many dependencies between the objects. It is most useful when we want to get notified about any change in the state of an object. In this pattern, when the state of one object changes, all the dependent objects are notified automatically. The object whose state is monitored is called the Subject whereas the dependents are called the Observers. In Java, we can implement this pattern by making use of the java.util.Observable class and the java.util.Observer interface. The following UML diagram represents the observer design pattern clearly: 2ff7e9595c


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