Design patterns in Java are a way to solve common software design problems by providing proven solutions that can be applied to various situations. They are essentially reusable templates that developers can use to solve specific problems in a consistent and efficient way.
In Java, design patterns are usually categorized into three groups:
- Creational
- Structural, and
- Behavioral patterns
Creational patterns
Creational patterns in Java are design patterns that focus on the process of object creation. They provide various ways to create objects in a way that is appropriate for the situation, while also promoting code reuse and flexibility.
There are several creational patterns in Java, including:
- Singleton pattern: This pattern ensures that a class has only one instance, and provides a global point of access to that instance.
- Factory Method pattern: This pattern defines an interface for creating objects, but allows subclasses to decide which class to instantiate.
- Abstract Factory pattern: This pattern provides an interface for creating families of related or dependent objects without specifying their concrete classes.
- Builder pattern: This pattern separates the construction of a complex object from its representation, allowing the same construction process to create different representations.
- Prototype pattern: This pattern allows new objects to be created by cloning existing objects, rather than creating new instances from scratch.
Structural patterns
Structural patterns in Java are design patterns that deal with object composition and provide ways to compose objects to form larger, more complex structures. They help to simplify code by defining relationships between objects and classes, while also promoting code reuse and flexibility.
There are several structural patterns in Java, including:
- Adapter pattern: This pattern allows objects with incompatible interfaces to work together by creating an interface that is compatible with both objects.
- Bridge pattern: This pattern decouples an abstraction from its implementation, allowing the two to vary independently.
- Composite pattern: This pattern allows you to treat a group of objects as a single object by representing them in a tree structure.
- Decorator pattern: This pattern allows you to add behavior to an individual object dynamically, without affecting the behavior of other objects.
- Facade pattern: This pattern provides a simple interface to a complex system, making it easier to use and understand.
- Flyweight pattern: This pattern reduces the number of objects created by sharing objects that have the same state.
Behavioral patterns
Behavioral patterns in Java are design patterns that focus on communication between objects and provide solutions for how objects interact with one another. They help to simplify code by defining relationships and interactions between objects, while also promoting code reuse and flexibility.
There are several behavioral patterns in Java, including:
- Observer pattern: This pattern allows objects to be notified when the state of another object changes, providing a way to maintain consistency between related objects.
- Command pattern: This pattern encapsulates a request as an object, allowing you to queue, log, and undo requests as needed.
- Interpreter pattern: This pattern provides a way to interpret and execute code written in a custom language or notation.
- Iterator pattern: This pattern provides a way to access the elements of an object sequentially without exposing its underlying representation.
- Mediator pattern: This pattern allows objects to communicate with each other through a mediator, reducing dependencies between objects and promoting loose coupling.
- Template method pattern: This pattern provides a way to define the skeleton of an algorithm, allowing subclasses to provide their own implementation of certain steps.
Design patterns in Java provide several benefits, including increased code reuse, better maintainability, and improved scalability. However, it’s important to note that not all patterns are suitable for every situation, and it’s up to the developer to determine the appropriate pattern to use for a given problem.