Design Patterns Tutorialspoint
Design Patterns Tutorialspoint
Design patterns represent the best practices used by experienced object-oriented software
developers. Design patterns are solutions to general problems that software developers faced
during software development. These solutions were obtained by trial and error by numerous
software developers over quite a substantial period of time.
Design patterns provide a standard terminology and are specific to particular scenario. For
example, a singleton design pattern signifies use of single object so all developers familiar with
single design pattern will make use of single object and they can tell each other that program is
following a singleton pattern.
Best Practices
Design patterns have been evolved over a long period of time and they provide best solutions to
certain problems faced during software development. Learning these patterns helps un-
experienced developers to learn software design in an easy and faster way.
S.N
Pattern & Description
.
Creational Patterns
These design patterns provides way to create objects while hiding the creation logic, rather than instantiating
1
objects directly using new operator. This gives program more flexibility in deciding which objects need to be
created for a given use case.
Structural Patterns
2 These design patterns concern class and object composition. Concept of inheritance is used to compose
interfaces and define ways to compose objects to obtain new functionalities.
Behavioral Patterns
3
These design patterns are specifically concerned with communication between objects.
J2EE Patterns
4 These design patterns are specifically concerned with the presentation tier. These patterns are identified by
Sun Java Center.
Factory Pattern
Factory pattern is one of the most used design patterns in Java. This type of design pattern
comes under creational pattern as this pattern provides one of the best ways to create an object.
In Factory pattern, we create object without exposing the creation logic to the client and refer to
newly created object using a common interface.
Implementation
We're going to create a Shape interface and concrete classes implementing the Shape interface.
A factory class ShapeFactory is defined as a next step.
FactoryPatternDemo, our demo class will use ShapeFactory to get a Shape object. It will pass
information (CIRCLE / RECTANGLE / SQUARE) to ShapeFactory to get the type of object it
needs.
Step 1
Create an interface.
Shape.java
public interface Shape {
void draw();
}
Step 2
Create concrete classes implementing the same interface.
Rectangle.java
public class Rectangle implements Shape {
@Override
public void draw() {
System.out.println("Inside Rectangle::draw() method.");
}
}
Square.java
public class Square implements Shape {
@Override
public void draw() {
System.out.println("Inside Square::draw() method.");
}
}
Circle.java
public class Circle implements Shape {
@Override
public void draw() {
System.out.println("Inside Circle::draw() method.");
}
}
Step 3
Create a Factory to generate object of concrete class based on given information.
ShapeFactory.java
public class ShapeFactory {
Step 4
Use the Factory to get object of concrete class by passing an information such as type.
FactoryPatternDemo.java
public class FactoryPatternDemo {
Step 5
Verify the output.
Inside Circle::draw() method.
Inside Rectangle::draw() method.
Inside Square::draw() method.
Implementation
We are going to create a Shape interface and a concrete class implementing it. We create an
abstract factory class AbstractFactory as next step. Factory class ShapeFactory is defined, which
extends AbstractFactory. A factory creator/generator class FactoryProducer is created.
AbstractFactoryPatternDemo, our demo class uses FactoryProducer to get a AbstractFactory
object. It will pass information (CIRCLE / RECTANGLE / SQUARE for Shape) to AbstractFactory
to get the type of object it needs.
Step 1
Create an interface for Shapes.
Shape.java
public interface Shape {
void draw();
}
Step 2
Create concrete classes implementing the same interface.
RoundedRectangle.java
public class RoundedRectangle implements Shape {
@Override
public void draw() {
System.out.println("Inside RoundedRectangle::draw() method.");
}
}
RoundedSquare.java
public class RoundedSquare implements Shape {
@Override
public void draw() {
System.out.println("Inside RoundedSquare::draw() method.");
}
}
Rectangle.java
public class Rectangle implements Shape {
@Override
public void draw() {
System.out.println("Inside Rectangle::draw() method.");
}
}
Step 3
Create an Abstract class to get factories for Normal and Rounded Shape Objects.
AbstractFactory.java
public abstract class AbstractFactory {
abstract Shape getShape(String shapeType) ;
}
Step 4
Create Factory classes extending AbstractFactory to generate object of concrete class based on
given information.
ShapeFactory.java
public class ShapeFactory extends AbstractFactory {
@Override
public Shape getShape(String shapeType){
if(shapeType.equalsIgnoreCase("RECTANGLE")){
return new Rectangle();
}else if(shapeType.equalsIgnoreCase("SQUARE")){
return new Square();
}
return null;
}
}
RoundedShapeFactory.java
public class RoundedShapeFactory extends AbstractFactory {
@Override
public Shape getShape(String shapeType){
if(shapeType.equalsIgnoreCase("RECTANGLE")){
return new RoundedRectangle();
}else if(shapeType.equalsIgnoreCase("SQUARE")){
return new RoundedSquare();
}
return null;
}
}
Step 5
Create a Factory generator/producer class to get factories by passing an information such as
Shape
FactoryProducer.java
public class FactoryProducer {
public static AbstractFactory getFactory(boolean rounded){
if(rounded){
return new RoundedShapeFactory();
}else{
return new ShapeFactory();
}
}
}
Step 6
Use the FactoryProducer to get AbstractFactory in order to get factories of concrete classes by
passing an information such as type.
AbstractFactoryPatternDemo.java
public class AbstractFactoryPatternDemo {
public static void main(String[] args) {
//get rounded shape factory
AbstractFactory shapeFactory = FactoryProducer.getFactory(false);
//get an object of Shape Rounded Rectangle
Shape shape1 = shapeFactory.getShape("RECTANGLE");
//call draw method of Shape Rectangle
shape1.draw();
//get an object of Shape Rounded Square
Shape shape2 = shapeFactory.getShape("SQUARE");
//call draw method of Shape Square
shape2.draw();
//get rounded shape factory
AbstractFactory shapeFactory1 = FactoryProducer.getFactory(true);
//get an object of Shape Rectangle
Shape shape3 = shapeFactory1.getShape("RECTANGLE");
//call draw method of Shape Rectangle
shape3.draw();
//get an object of Shape Square
Shape shape4 = shapeFactory1.getShape("SQUARE");
//call draw method of Shape Square
shape4.draw();
}
}
Step 7
Verify the output.
Inside Rectangle::draw() method.
Inside Square::draw() method.
Inside RoundedRectangle::draw() method.
Inside RoundedSquare::draw() method.
Singleton Pattern
Singleton pattern is one of the simplest design patterns in Java. This type of design pattern
comes under creational pattern as this pattern provides one of the best way to create an object.
This pattern involves a single class which is responsible to creates own object while making sure
that only single object get created. This class provides a way to access its only object which can
be accessed directly without need to instantiate the object of the class.
Implementation
We're going to create a SingleObject class. SingleObject class have its constructor as private and
have a static instance of itself.
SingleObject class provides a static method to get its static instance to outside
world. SingletonPatternDemo, our demo class will use SingleObject class to get
a SingleObject object.
Step 1
Create a Singleton Class.
SingleObject.java
public class SingleObject {
Step 2
Get the only object from the singleton class.
SingletonPatternDemo.java
public class SingletonPatternDemo {
public static void main(String[] args) {
//illegal construct
//Compile Time Error: The constructor SingleObject() is not visible
//SingleObject object = new SingleObject();
Step 3
Verify the output.
Hello World!
Builder Pattern
Builder pattern builds a complex object using simple objects and using a step by step approach.
This type of design pattern comes under creational pattern as this pattern provides one of the
best ways to create an object.
A Builder class builds the final object step by step. This builder is independent of other objects.
Implementation
We've considered a business case of fast-food restaurant where a typical meal could be a burger
and a cold drink. Burger could be either a Veg Burger or Chicken Burger and will be packed by a
wrapper. Cold drink could be either a coke or pepsi and will be packed in a bottle.
We're going to create an Item interface representing food items such as burgers and cold drinks
and concrete classes implementing the Item interface and a Packing interface representing
packaging of food items and concrete classes implementing the Packing interface as burger
would be packed in wrapper and cold drink would be packed as bottle.
We then create a Meal class having ArrayList of Item and a MealBuilder to build different types
of Meal object by combining Item. BuilderPatternDemo, our demo class will use MealBuilder to
build a Meal.
Step 1
Create an interface Item representing food item and packing.
Item.java
public interface Item {
public String name();
public Packing packing();
public float price();
}
Packing.java
public interface Packing {
public String pack();
}
Step 2
Create concreate classes implementing the Packing interface.
Wrapper.java
public class Wrapper implements Packing {
@Override
public String pack() {
return "Wrapper";
}
}
Bottle.java
public class Bottle implements Packing {
@Override
public String pack() {
return "Bottle";
}
}
Step 3
Create abstract classes implementing the item interface providing default functionalities.
Burger.java
public abstract class Burger implements Item {
@Override
public Packing packing() {
return new Wrapper();
}
@Override
public abstract float price();
}
ColdDrink.java
public abstract class ColdDrink implements Item {
@Override
public Packing packing() {
return new Bottle();
}
@Override
public abstract float price();
}
Step 4
Create concrete classes extending Burger and ColdDrink classes
VegBurger.java
public class VegBurger extends Burger {
@Override
public float price() {
return 25.0f;
}
@Override
public String name() {
return "Veg Burger";
}
}
ChickenBurger.java
public class ChickenBurger extends Burger {
@Override
public float price() {
return 50.5f;
}
@Override
public String name() {
return "Chicken Burger";
}
}
Coke.java
public class Coke extends ColdDrink {
@Override
public float price() {
return 30.0f;
}
@Override
public String name() {
return "Coke";
}
}
Pepsi.java
public class Pepsi extends ColdDrink {
@Override
public float price() {
return 35.0f;
}
@Override
public String name() {
return "Pepsi";
}
}
Step 5
Create a Meal class having Item objects defined above.
Meal.java
import java.util.ArrayList;
import java.util.List;
Step 6
Create a MealBuilder class, the actual builder class responsible to create Meal objects.
MealBuilder.java
public class MealBuilder {
Step 7
BuiderPatternDemo uses MealBuider to demonstrate builder pattern.
BuilderPatternDemo.java
public class BuilderPatternDemo {
public static void main(String[] args) {
MealBuilder mealBuilder = new MealBuilder();
Step 8
Verify the output.
Veg Meal
Item : Veg Burger, Packing : Wrapper, Price : 25.0
Item : Coke, Packing : Bottle, Price : 30.0
Total Cost: 55.0
Non-Veg Meal
Item : Chicken Burger, Packing : Wrapper, Price : 50.5
Item : Pepsi, Packing : Bottle, Price : 35.0
Total Cost: 85.5
Prototype Pattern
Prototype pattern refers to creating duplicate object while keeping performance in mind. This type
of design pattern comes under creational pattern as this pattern provides one of the best way to
create an object.
This pattern involves implementing a prototype interface which tells to create a clone of the
current object. This pattern is used when creation of object directly is costly. For example, a
object is to be created after a costly database operation. We can cache the object, returns its
clone on next request and update the database as as and when needed thus reducing database
calls.
Implementation
We're going to create an abstract class Shape and concrete classes extending the Shape class.
A class ShapeCache is defined as a next step which stores shape objects in a Hashtable and
returns their clone when requested.
PrototypPatternDemo, our demo class will use ShapeCache class to get a Shape object.
Step 1
Create an abstract class implementing Clonable interface.
Shape.java
public abstract class Shape implements Cloneable {
public Rectangle(){
type = "Rectangle";
}
@Override
public void draw() {
System.out.println("Inside Rectangle::draw() method.");
}
}
Square.java
public class Square extends Shape {
public Square(){
type = "Square";
}
@Override
public void draw() {
System.out.println("Inside Square::draw() method.");
}
}
Circle.java
public class Circle extends Shape {
public Circle(){
type = "Circle";
}
@Override
public void draw() {
System.out.println("Inside Circle::draw() method.");
}
}
Step 3
Create a class to get concreate classes from database and store them in a Hashtable.
ShapeCache.java
import java.util.Hashtable;
Step 4
PrototypePatternDemo uses ShapeCache class to get clones of shapes stored in a Hashtable.
PrototypePatternDemo.java
public class PrototypePatternDemo {
public static void main(String[] args) {
ShapeCache.loadCache();
Step 5
Verify the output.
Shape : Circle
Shape : Square
Shape : Rectangle
Adapter Pattern
Adapter pattern works as a bridge between two incompatible interfaces. This type of design
pattern comes under structural pattern as this pattern combines the capability of two independent
interfaces.
This pattern involves a single class which is responsible to join functionalities of independent or
incompatible interfaces. A real life example could be a case of card reader which acts as an
adapter between memory card and a laptop. You plugins the memory card into card reader and
card reader into the laptop so that memory card can be read via laptop.
We are demonstrating use of Adapter pattern via following example in which an audio player
device can play mp3 files only and wants to use an advanced audio player capable of playing vlc
and mp4 files.
Implementation
We've an interface MediaPlayer interface and a concrete class AudioPlayer implementing
the MediaPlayer interface. AudioPlayer can play mp3 format audio files by default.
We're having another interface AdvancedMediaPlayer and concrete classes implementing
the AdvancedMediaPlayer interface.These classes can play vlc and mp4 format files.
We want to make AudioPlayer to play other formats as well. To attain this, we've created an
adapter class MediaAdapter which implements the MediaPlayer interface and
uses AdvancedMediaPlayer objects to play the required format.
AudioPlayer uses the adapter class MediaAdapter passing it the desired audio type without
knowing the actual class which can play the desired format. AdapterPatternDemo, our demo
class will use AudioPlayer class to play various formats.
Step 1
Create interfaces for Media Player and Advanced Media Player.
MediaPlayer.java
public interface MediaPlayer {
public void play(String audioType, String fileName);
}
AdvancedMediaPlayer.java
public interface AdvancedMediaPlayer {
public void playVlc(String fileName);
public void playMp4(String fileName);
}
Step 2
Create concrete classes implementing the AdvancedMediaPlayer interface.
VlcPlayer.java
public class VlcPlayer implements AdvancedMediaPlayer{
@Override
public void playVlc(String fileName) {
System.out.println("Playing vlc file. Name: "+ fileName);
}
@Override
public void playMp4(String fileName) {
//do nothing
}
}
Mp4Player.java
public class Mp4Player implements AdvancedMediaPlayer{
@Override
public void playVlc(String fileName) {
//do nothing
}
@Override
public void playMp4(String fileName) {
System.out.println("Playing mp4 file. Name: "+ fileName);
}
}
Step 3
Create adapter class implementing the MediaPlayer interface.
MediaAdapter.java
public class MediaAdapter implements MediaPlayer {
AdvancedMediaPlayer advancedMusicPlayer;
@Override
public void play(String audioType, String fileName) {
if(audioType.equalsIgnoreCase("vlc")){
advancedMusicPlayer.playVlc(fileName);
}else if(audioType.equalsIgnoreCase("mp4")){
advancedMusicPlayer.playMp4(fileName);
}
}
}
Step 4
Create concrete class implementing the MediaPlayer interface.
AudioPlayer.java
public class AudioPlayer implements MediaPlayer {
MediaAdapter mediaAdapter;
@Override
public void play(String audioType, String fileName) {
Step 5
Use the AudioPlayer to play different types of audio formats.
AdapterPatternDemo.java
public class AdapterPatternDemo {
public static void main(String[] args) {
AudioPlayer audioPlayer = new AudioPlayer();
Step 6
Verify the output.
Playing mp3 file. Name: beyond the horizon.mp3
Playing mp4 file. Name: alone.mp4
Playing vlc file. Name: far far away.vlc
Invalid media. avi format not supported
Bridge Pattern
Bridge is used where we need to decouple an abstraction from its implementation so that the two
can vary independently. This type of design pattern comes under structural pattern as this pattern
decouples implementation class and abstract class by providing a bridge structure between them.
This pattern involves an interface which acts as a bridge which makes the functionality of
concrete classes independent from interface implementer classes. Both types of classes can be
altered structurally without affecting each other.
We are demonstrating use of Bridge pattern via following example in which a circle can be drawn
in different colors using same abstract class method but different bridge implementer classes.
Implementation
We've an interface DrawAPI interface which is acting as a bridge implementer and concrete
classes RedCircle, GreenCircle implementing the DrawAPI interface. Shape is an abstract class
and will use object of DrawAPI. BridgePatternDemo, our demo class will use Shape class to draw
different colored circle.
Step 1
Create bridge implementer interface.
DrawAPI.java
public interface DrawAPI {
public void drawCircle(int radius, int x, int y);
}
Step 2
Create concrete bridge implementer classes implementing the DrawAPI interface.
RedCircle.java
public class RedCircle implements DrawAPI {
@Override
public void drawCircle(int radius, int x, int y) {
System.out.println("Drawing Circle[ color: red, radius: "
+ radius +", x: " +x+", "+ y +"]");
}
}
GreenCircle.java
public class GreenCircle implements DrawAPI {
@Override
public void drawCircle(int radius, int x, int y) {
System.out.println("Drawing Circle[ color: green, radius: "
+ radius +", x: " +x+", "+ y +"]");
}
}
Step 3
Create an abstract class Shape using the DrawAPI interface.
Shape.java
public abstract class Shape {
protected DrawAPI drawAPI;
protected Shape(DrawAPI drawAPI){
this.drawAPI = drawAPI;
}
public abstract void draw();
}
Step 4
Create concrete class implementing the Shape interface.
Circle.java
public class Circle extends Shape {
private int x, y, radius;
Step 5
Use the Shape and DrawAPI classes to draw different colored circles.
BridgePatternDemo.java
public class BridgePatternDemo {
public static void main(String[] args) {
Shape redCircle = new Circle(100,100, 10, new RedCircle());
Shape greenCircle = new Circle(100,100, 10, new GreenCircle());
redCircle.draw();
greenCircle.draw();
}
}
Step 6
Verify the output.
Drawing Circle[ color: red, radius: 10, x: 100, 100]
Drawing Circle[ color: green, radius: 10, x: 100, 100]
Filter/Criteria Pattern
Filter pattern or Criteria pattern is a design pattern that enables developers to filter a set of
objects, using different criteria, chaining them in a decoupled way through logical operations. This
type of design pattern comes under structural pattern as this pattern is combining multiple criteria
to obtain single criteria.
Implementation
We're going to create a Person object, Criteria interface and concrete classes implementing this
interface to filter list of Person objects. CriteriaPatternDemo, our demo class uses Criteria objects
to filter List of Person objects based on various criteria and their combinations.
Step 1
Create a class on which criteria is to be applied.
Person.java
public class Person {
Step 2
Create an interface for Criteria.
Criteria.java
import java.util.List;
Step 3
Create concrete classes implementing the Criteria interface.
CriteriaMale.java
import java.util.ArrayList;
import java.util.List;
@Override
public List<Person> meetCriteria(List<Person> persons) {
List<Person> malePersons = new ArrayList<Person>();
for (Person person : persons) {
if(person.getGender().equalsIgnoreCase("MALE")){
malePersons.add(person);
}
}
return malePersons;
}
}
CriteriaFemale.java
import java.util.ArrayList;
import java.util.List;
@Override
public List<Person> meetCriteria(List<Person> persons) {
List<Person> femalePersons = new ArrayList<Person>();
for (Person person : persons) {
if(person.getGender().equalsIgnoreCase("FEMALE")){
femalePersons.add(person);
}
}
return femalePersons;
}
}
CriteriaSingle.java
import java.util.ArrayList;
import java.util.List;
@Override
public List<Person> meetCriteria(List<Person> persons) {
List<Person> singlePersons = new ArrayList<Person>();
for (Person person : persons) {
if(person.getMaritalStatus().equalsIgnoreCase("SINGLE")){
singlePersons.add(person);
}
}
return singlePersons;
}
}
AndCriteria.java
import java.util.List;
@Override
public List<Person> meetCriteria(List<Person> persons) {
List<Person> firstCriteriaPersons = criteria.meetCriteria(persons);
return otherCriteria.meetCriteria(firstCriteriaPersons);
}
}
OrCriteria.java
import java.util.List;
@Override
public List<Person> meetCriteria(List<Person> persons) {
List<Person> firstCriteriaItems = criteria.meetCriteria(persons);
List<Person> otherCriteriaItems =
otherCriteria.meetCriteria(persons);
Step4
Use different Criteria and their combination to filter out persons.
CriteriaPatternDemo.java
import java.util.ArrayList;
import java.util.List;
System.out.println("\nFemales: ");
printPersons(female.meetCriteria(persons));
Step 5
Verify the output.
Males:
Person : [ Name : Robert, Gender : Male, Marital Status : Single ]
Person : [ Name : John, Gender : Male, Marital Status : Married ]
Person : [ Name : Mike, Gender : Male, Marital Status : Single ]
Person : [ Name : Bobby, Gender : Male, Marital Status : Single ]
Females:
Person : [ Name : Laura, Gender : Female, Marital Status : Married ]
Person : [ Name : Diana, Gender : Female, Marital Status : Single ]
Single Males:
Person : [ Name : Robert, Gender : Male, Marital Status : Single ]
Person : [ Name : Mike, Gender : Male, Marital Status : Single ]
Person : [ Name : Bobby, Gender : Male, Marital Status : Single ]
Single Or Females:
Person : [ Name : Robert, Gender : Male, Marital Status : Single ]
Person : [ Name : Diana, Gender : Female, Marital Status : Single ]
Person : [ Name : Mike, Gender : Male, Marital Status : Single ]
Person : [ Name : Bobby, Gender : Male, Marital Status : Single ]
Person : [ Name : Laura, Gender : Female, Marital Status : Married ]
Composite Pattern
Composite pattern is used where we need to treat a group of objects in similar way as a single
object. Composite pattern composes objects in term of a tree structure to represent part as well
as whole hierarchy . This type of design pattern comes under structural pattern as this pattern
creates a tree structure of group of objects.
This pattern creates a class contains group of its own objects. This class provides ways to modify
its group of same objects.
We are demonstrating use of Composite pattern via following example in which show employees
hierarchy of an organization.
Implementation
We've a class Employee which acts as composite pattern actor class. CompositePatternDemo,
our demo class will use Employee class to add department level hierarchy and print all
employees.
Step 1
Create Employee class having list of Employee objects.
Employee.java
import java.util.ArrayList;
import java.util.List;
// constructor
public Employee(String name,String dept, int sal) {
this.name = name;
this.dept = dept;
this.salary = sal;
subordinates = new ArrayList<Employee>();
}
Step 2
Use the Employee class to create and print employee hierarchy.
CompositePatternDemo.java
public class CompositePatternDemo {
public static void main(String[] args) {
Employee CEO = new Employee("John","CEO", 30000);
CEO.add(headSales);
CEO.add(headMarketing);
headSales.add(salesExecutive1);
headSales.add(salesExecutive2);
headMarketing.add(clerk1);
headMarketing.add(clerk2);
Decorator Pattern
Decorator pattern allows to add new functionality an existing object without altering its structure.
This type of design pattern comes under structural pattern as this pattern acts as a wrapper to
existing class.
This pattern creates a decorator class which wraps the original class and provides additional
functionality keeping class methods signature intact.
We are demonstrating use of Decorator pattern via following example in which we'll decorate a
shape with some color without alter shape class.
Implementation
We're going to create a Shape interface and concrete classes implementing the Shape interface.
We then create a abstract decorator class ShapeDecorator implementing the Shape interface and
having Shape object as its instance variable.
RedShapeDecorator is concrete class implementing ShapeDecorator.
DecoratorPatternDemo, our demo class will use RedShapeDecorator to decorate Shape objects.
Step 1
Create an interface.
Shape.java
public interface Shape {
void draw();
}
Step 2
Create concrete classes implementing the same interface.
Rectangle.java
public class Rectangle implements Shape {
@Override
public void draw() {
System.out.println("Shape: Rectangle");
}
}
Circle.java
public class Circle implements Shape {
@Override
public void draw() {
System.out.println("Shape: Circle");
}
}
Step 3
Create abstract decorator class implementing the Shape interface.
ShapeDecorator.java
public abstract class ShapeDecorator implements Shape {
protected Shape decoratedShape;
Step 4
Create concrete decorator class extending the ShapeDecorator class.
RedShapeDecorator.java
public class RedShapeDecorator extends ShapeDecorator {
@Override
public void draw() {
decoratedShape.draw();
setRedBorder(decoratedShape);
}
Step 5
Use the RedShapeDecorator to decorate Shape objects.
DecoratorPatternDemo.java
public class DecoratorPatternDemo {
public static void main(String[] args) {
Step 6
Verify the output.
Circle with normal border
Shape: Circle
Facade Pattern
Facade pattern hides the complexities of the system and provides an interface to the client using
which the client can access the system. This type of design pattern comes under structural
pattern as this pattern adds an interface to exiting system to hide its complexities.
This pattern involves a single class which provides simplified methods which are required by
client and delegates calls to existing system classes methods.
Implementation
We're going to create a Shape interface and concrete classes implementing the Shape interface.
A facade class ShapeMaker is defined as a next step.
ShapeMaker class uses the concrete classes to delegates user calls to these
classes. FacadePatternDemo, our demo class will use ShapeMaker class to show the results.
Step 1
Create an interface.
Shape.java
public interface Shape {
void draw();
}
Step 2
Create concrete classes implementing the same interface.
Rectangle.java
public class Rectangle implements Shape {
@Override
public void draw() {
System.out.println("Rectangle::draw()");
}
}
Square.java
public class Square implements Shape {
@Override
public void draw() {
System.out.println("Square::draw()");
}
}
Circle.java
public class Circle implements Shape {
@Override
public void draw() {
System.out.println("Circle::draw()");
}
}
Step 3
Create a facade class.
ShapeMaker.java
public class ShapeMaker {
private Shape circle;
private Shape rectangle;
private Shape square;
public ShapeMaker() {
circle = new Circle();
rectangle = new Rectangle();
square = new Square();
}
Step 4
Use the facade to draw various types of shapes.
FacadePatternDemo.java
public class FacadePatternDemo {
public static void main(String[] args) {
ShapeMaker shapeMaker = new ShapeMaker();
shapeMaker.drawCircle();
shapeMaker.drawRectangle();
shapeMaker.drawSquare();
}
}
Step 5
Verify the output.
Circle::draw()
Rectangle::draw()
Square::draw()
Flyweight Pattern
Flyweight pattern is primarily used to reduce the number of objects created, to decrease memory
footprint and increase performance. This type of design pattern comes under structural pattern as
this pattern provides ways to decrease objects count thus improving application required objects
structure.
Flyweight pattern try to reuse already existing similar kind objects by storing them and creates
new object when no matching object is found. We'll demonstrate this pattern by drawing 20 circle
of different locations but we'll creating only 5 objects. Only 5 colors are available so color property
is used to check already existing Circle objects.
Implementation
We're going to create a Shape interface and concrete class Circle implementing
the Shape interface. A factory class ShapeFactory is defined as a next step.
ShapeFactory have a HashMap of Circle having key as color of the Circle object. Whenever a
request comes to create a circle of particular color to ShapeFactory. ShapeFactory checks the
circle object in its HashMap, if object of Circle found, that object is returned otherwise a new
object is created, stored in hashmap for future use and returned to client.
FlyWeightPatternDemo, our demo class will use ShapeFactory to get a Shape object. It will pass
information (red / green / blue/ black / white) to ShapeFactory to get the circle of desired color it
needs.
Step 1
Create an interface.
Shape.java
public interface Shape {
void draw();
}
Step 2
Create concrete class implementing the same interface.
Circle.java
public class Circle implements Shape {
private String color;
private int x;
private int y;
private int radius;
@Override
public void draw() {
System.out.println("Circle: Draw() [Color : " + color
+", x : " + x +", y :" + y +", radius :" + radius);
}
}
Step 3
Create a Factory to generate object of concrete class based on given information.
ShapeFactory.java
import java.util.HashMap;
Step 4
Use the Factory to get object of concrete class by passing an information such as color.
FlyweightPatternDemo.java
public class FlyweightPatternDemo {
private static final String colors[] =
{ "Red", "Green", "Blue", "White", "Black" };
public static void main(String[] args) {
Step 5
Verify the output.
Creating circle of color : Black
Circle: Draw() [Color : Black, x : 36, y :71, radius :100
Creating circle of color : Green
Circle: Draw() [Color : Green, x : 27, y :27, radius :100
Creating circle of color : White
Circle: Draw() [Color : White, x : 64, y :10, radius :100
Creating circle of color : Red
Circle: Draw() [Color : Red, x : 15, y :44, radius :100
Circle: Draw() [Color : Green, x : 19, y :10, radius :100
Circle: Draw() [Color : Green, x : 94, y :32, radius :100
Circle: Draw() [Color : White, x : 69, y :98, radius :100
Creating circle of color : Blue
Circle: Draw() [Color : Blue, x : 13, y :4, radius :100
Circle: Draw() [Color : Green, x : 21, y :21, radius :100
Circle: Draw() [Color : Blue, x : 55, y :86, radius :100
Circle: Draw() [Color : White, x : 90, y :70, radius :100
Circle: Draw() [Color : Green, x : 78, y :3, radius :100
Circle: Draw() [Color : Green, x : 64, y :89, radius :100
Circle: Draw() [Color : Blue, x : 3, y :91, radius :100
Circle: Draw() [Color : Blue, x : 62, y :82, radius :100
Circle: Draw() [Color : Green, x : 97, y :61, radius :100
Circle: Draw() [Color : Green, x : 86, y :12, radius :100
Circle: Draw() [Color : Green, x : 38, y :93, radius :100
Circle: Draw() [Color : Red, x : 76, y :82, radius :100
Circle: Draw() [Color : Blue, x : 95, y :82, radius :100
Proxy Pattern
In Proxy pattern, a class represents functionality of another class. This type of design pattern
comes under structural pattern.
In Proxy pattern, we create object having original object to interface its functionality to outer
world.
Implementation
We're going to create a Image interface and concrete classes implementing
the Image interface. ProxyImage is a a proxy class to reduce memory footprint
of RealImage object loading.
ProxyPatternDemo, our demo class will use ProxyImage to get a Image object to load and display
as it needs.
Step 1
Create an interface.
Image.java
public interface Image {
void display();
}
Step 2
Create concrete classes implementing the same interface.
RealImage.java
public class RealImage implements Image {
@Override
public void display() {
System.out.println("Displaying " + fileName);
}
ProxyImage.java
public class ProxyImage implements Image{
@Override
public void display() {
if(realImage == null){
realImage = new RealImage(fileName);
}
realImage.display();
}
}
Step 3
Use the ProxyImage to get object of RealImage class when required.
ProxyPatternDemo.java
public class ProxyPatternDemo {
Step 4
Verify the output.
Loading test_10mb.jpg
Displaying test_10mb.jpg
Displaying test_10mb.jpg
Implementation
We've created an abstract class AbstractLogger with a level of logging. Then we've created three
types of loggers extending the AbstractLogger. Each logger checks the level of message to its
level and print accordingly otherwise does not print and pass the message to its next logger.
Step 1
Create an abstract logger class.
AbstractLogger.java
public abstract class AbstractLogger {
public static int INFO = 1;
public static int DEBUG = 2;
public static int ERROR = 3;
Step 2
Create concrete classes extending the logger.
ConsoleLogger.java
public class ConsoleLogger extends AbstractLogger {
@Override
protected void write(String message) {
System.out.println("Standard Console::Logger: " + message);
}
}
ErrorLogger.java
public class ErrorLogger extends AbstractLogger {
@Override
protected void write(String message) {
System.out.println("Error Console::Logger: " + message);
}
}
FileLogger.java
public class FileLogger extends AbstractLogger {
@Override
protected void write(String message) {
System.out.println("File::Logger: " + message);
}
}
Step 3
Create different types of loggers. Assign them error levels and set next logger in each logger.
Next logger in each logger represents the part of the chain.
ChainPatternDemo.java
public class ChainPatternDemo {
errorLogger.setNextLogger(fileLogger);
fileLogger.setNextLogger(consoleLogger);
return errorLogger;
}
loggerChain.logMessage(AbstractLogger.INFO,
"This is an information.");
loggerChain.logMessage(AbstractLogger.DEBUG,
"This is an debug level information.");
loggerChain.logMessage(AbstractLogger.ERROR,
"This is an error information.");
}
}
Step 4
Verify the output.
Standard Console::Logger: This is an information.
File::Logger: This is an debug level information.
Standard Console::Logger: This is an debug level information.
Error Console::Logger: This is an error information.
File::Logger: This is an error information.
Standard Console::Logger: This is an error information.
Command Pattern
Command pattern is a data driven design pattern and falls under behavioral pattern category. A
request is wrapped under a object as command and passed to invoker object. Invoker object
looks for the appropriate object which can handle this command and pass the command to the
corresponding object and that object executes the command.
Implementation
We've created an interface Order which is acting as a command. We've created a Stock class
which acts as a request. We've concrete command
classes BuyStock and SellStock implementing Order interface which will do actual command
processing. A class Broker is created which acts as a invoker object. It can take order and place
orders.
Broker object uses command pattern to identify which object will execute which command based
on type of command. CommandPatternDemo, our demo class will use Broker class to
demonstrate command pattern.
Step 1
Create a command interface.
Order.java
public interface Order {
void execute();
}
Step 2
Create a request class.
Stock.java
public class Stock {
Step 3
Create concrete classes implementing the Order interface.
BuyStock.java
public class BuyStock implements Order {
private Stock abcStock;
SellStock.java
public class SellStock implements Order {
private Stock abcStock;
Step 4
Create command invoker class.
Broker.java
import java.util.ArrayList;
import java.util.List;
public class Broker {
private List<Order> orderList = new ArrayList<Order>();
Step 5
Use the Broker class to take and execute commands.
CommandPatternDemo.java
public class CommandPatternDemo {
public static void main(String[] args) {
Stock abcStock = new Stock();
broker.placeOrders();
}
}
Step 6
Verify the output.
Stock [ Name: ABC, Quantity: 10 ] bought
Stock [ Name: ABC, Quantity: 10 ] sold
Interpreter Pattern
Interpreter pattern provides way to evaluate language grammar or expression. This type of
pattern comes under behavioral patterns. This pattern involves implementing a expression
interface which tells to interpret a particular context. This pattern is used in SQL parsing, symbol
processing engine etc.
Implementation
We're going to create an interface Expression and concrete classes implementing
the Expression interface. A class TerminalExpression is defined which acts as a main interpreter
of context in question. Other classes OrExpression, AndExpression are used to create
combinational expressions.
InterpreterPatternDemo, our demo class will use Expression class to create rules and
demonstrate parsing of expressions.
Step 1
Create an expression interface.
Expression.java
public interface Expression {
public boolean interpret(String context);
}
Step 2
Create concrete classes implementing the above interface.
TerminalExpression.java
public class TerminalExpression implements Expression {
@Override
public boolean interpret(String context) {
if(context.contains(data)){
return true;
}
return false;
}
}
OrExpression.java
public class OrExpression implements Expression {
@Override
public boolean interpret(String context) {
return expr1.interpret(context) || expr2.interpret(context);
}
}
AndExpression.java
public class AndExpression implements Expression {
@Override
public boolean interpret(String context) {
return expr1.interpret(context) && expr2.interpret(context);
}
}
Step 3
InterpreterPatternDemo uses Expression class to create rules and then parse them.
InterpreterPatternDemo.java
public class InterpreterPatternDemo {
Step 4
Verify the output.
John is male? true
Julie is a married women? true
Iterator Pattern
Iterator pattern is very commonly used design pattern in Java and .Net programming
environment. This pattern is used to get a way to access the elements of a collection object in
sequential manner without any need to know its underlying representation.
Iterator pattern falls under behavioral pattern category.
Implementation
We're going to create a Iterator interface which narrates navigation method and
a Container interface which retruns the iterator . Concrete classes implementing
the Container interface will be responsible to implement Iterator interface and use it
IteratorPatternDemo, our demo class will use NamesRepository, a concrete class implementation
to print a Names stored as a collection in NamesRepository.
Step 1
Create interfaces.
Iterator.java
public interface Iterator {
public boolean hasNext();
public Object next();
}
Container.java
public interface Container {
public Iterator getIterator();
}
Step 2
Create concrete class implementing the Container interface. This class has inner
class NameIterator implementing the Iterator interface.
NameRepository.java
public class NameRepository implements Container {
public String names[] = {"Robert" , "John" ,"Julie" , "Lora"};
@Override
public Iterator getIterator() {
return new NameIterator();
}
int index;
@Override
public boolean hasNext() {
if(index < names.length){
return true;
}
return false;
}
@Override
public Object next() {
if(this.hasNext()){
return names[index++];
}
return null;
}
}
}
Step 3
Use the NameRepository to get iterator and print names.
IteratorPatternDemo.java
public class IteratorPatternDemo {
public static void main(String[] args) {
NameRepository namesRepository = new NameRepository();
Step 4
Verify the output.
Name : Robert
Name : John
Name : Julie
Name : Lora
Mediator Pattern
Mediator pattern is used to reduce communication complexity between multiple objects or
classes. This pattern provides a mediator class which normally handles all the communications
between different classes and supports easy maintainability of the code by loose coupling.
Mediator pattern falls under behavioral pattern category.
Implementation
We're demonstrating mediator pattern by example of a Chat Room where multiple users can
send message to Chat Room and it is the responsibility of Chat Room to show the messages to
all users. We've created two classes ChatRoom and User. User objects will
use ChatRoom method to share their messages.
MediatorPatternDemo, our demo class will use User objects to show communication between
them.
Step 1
Create mediator class.
ChatRoom.java
import java.util.Date;
Step 2
Create user class
User.java
public class User {
private String name;
Step 3
Use the User object to show communications between them.
MediatorPatternDemo.java
public class MediatorPatternDemo {
public static void main(String[] args) {
User robert = new User("Robert");
User john = new User("John");
robert.sendMessage("Hi! John!");
john.sendMessage("Hello! Robert!");
}
}
Step 4
Verify the output.
Thu Jan 31 16:05:46 IST 2013 [Robert] : Hi! John!
Thu Jan 31 16:05:46 IST 2013 [John] : Hello! Robert!
Memento Pattern
Memento pattern is used to reduce where we want to restore state of an object to a previous
state. Memento pattern falls under behavioral pattern category.
Implementation
Memento pattern uses three actor classes. Memento contains state of an object to be restored.
Originator creates and stores states in Memento objects and Caretaker object which is
responsible to restore object state from Memento. We've created
classes Memento, Originator and CareTaker.
MementoPatternDemo, our demo class will use CareTaker and Originator objects to show
restoration of object states.
Step 1
Create Memento class.
Memento.java
public class Memento {
private String state;
Step 2
Create Originator class
Originator.java
public class Originator {
private String state;
public void setState(String state){
this.state = state;
}
Step 3
Create CareTaker class
CareTaker.java
import java.util.ArrayList;
import java.util.List;
Step 4
Use CareTaker and Originator objects.
MementoPatternDemo.java
public class MementoPatternDemo {
public static void main(String[] args) {
Originator originator = new Originator();
CareTaker careTaker = new CareTaker();
originator.setState("State #1");
originator.setState("State #2");
careTaker.add(originator.saveStateToMemento());
originator.setState("State #3");
careTaker.add(originator.saveStateToMemento());
originator.setState("State #4");
Step 5
Verify the output.
Current State: State #4
First saved State: State #2
Second saved State: State #3
Observer Pattern
Observer pattern is used when there is one to many relationship between objects such as if one
object is modified, its depenedent objects are to be notified automatically. Observer pattern falls
under behavioral pattern category.
Implementation
Observer pattern uses three actor classes. Subject, Observer and Client. Subject, an object
having methods to attach and de-attach observers to a client object. We've created
classes Subject, Observer abstract class and concrete classes extending the abstract class
the Observer.
ObserverPatternDemo, our demo class will use Subject and concrete class objects to show
observer pattern in action.
Step 1
Create Subject class.
Subject.java
import java.util.ArrayList;
import java.util.List;
Step 2
Create Observer class.
Observer.java
public abstract class Observer {
protected Subject subject;
public abstract void update();
}
Step 3
Create concrete observer classes
BinaryObserver.java
public class BinaryObserver extends Observer{
@Override
public void update() {
System.out.println( "Binary String: "
+ Integer.toBinaryString( subject.getState() ) );
}
}
OctalObserver.java
public class OctalObserver extends Observer{
@Override
public void update() {
System.out.println( "Octal String: "
+ Integer.toOctalString( subject.getState() ) );
}
}
HexaObserver.java
public class HexaObserver extends Observer{
@Override
public void update() {
System.out.println( "Hex String: "
+ Integer.toHexString( subject.getState() ).toUpperCase() );
}
}
Step 4
Use Subject and concrete observer objects.
ObserverPatternDemo.java
public class ObserverPatternDemo {
public static void main(String[] args) {
Subject subject = new Subject();
new HexaObserver(subject);
new OctalObserver(subject);
new BinaryObserver(subject);
Step 5
Verify the output.
First state change: 15
Hex String: F
Octal String: 17
Binary String: 1111
Second state change: 10
Hex String: A
Octal String: 12
Binary String: 1010
State Pattern
In State pattern a class behavior changes based on its state. This type of design pattern comes
under behavior pattern.
In State pattern, we create objects which represent various states and a context object whose
behavior varies as its state object changes.
Implementation
We're going to create a State interface defining a action and concrete state classes implementing
the State interface. Context is a class which carries a State.
StaePatternDemo, our demo class will use Context and state objects to demonstrate change in
Context behavior based on type of state it is in.
Step 1
Create an interface.
Image.java
public interface State {
public void doAction(Context context);
}
Step 2
Create concrete classes implementing the same interface.
StartState.java
public class StartState implements State {
StopState.java
public class StopState implements State {
Step 3
Create Context Class.
Context.java
public class Context {
private State state;
public Context(){
state = null;
}
Step 4
Use the Context to see change in behaviour when State changes.
StatePatternDemo.java
public class StatePatternDemo {
public static void main(String[] args) {
Context context = new Context();
System.out.println(context.getState().toString());
System.out.println(context.getState().toString());
}
}
Step 5
Verify the output.
Player is in start state
Start State
Player is in stop state
Stop State
Implementation
We're going to create a AbstractCustomer abstract class defining opearations, here the name of
the customer and concrete classes extending the AbstractCustomer class. A factory
class CustomerFactory is created to return either RealCustomer or NullCustomer objects based
on the name of customer passed to it.
NullPatternDemo, our demo class will use CustomerFactory to demonstrate use of Null Object
pattern.
Step 1
Create an abstract class.
AbstractCustomer.java
public abstract class AbstractCustomer {
protected String name;
public abstract boolean isNil();
public abstract String getName();
}
Step 2
Create concrete classes extending the above class.
RealCustomer.java
public class RealCustomer extends AbstractCustomer {
@Override
public String getName() {
return name;
}
@Override
public boolean isNil() {
return false;
}
}
NullCustomer.java
public class NullCustomer extends AbstractCustomer {
@Override
public String getName() {
return "Not Available in Customer Database";
}
@Override
public boolean isNil() {
return true;
}
}
Step 3
Create CustomerFactory Class.
CustomerFactory.java
public class CustomerFactory {
Step 4
Use the CustomerFactory get either RealCustomer or NullCustomer objects based on the name
of customer passed to it.
NullPatternDemo.java
public class NullPatternDemo {
public static void main(String[] args) {
System.out.println("Customers");
System.out.println(customer1.getName());
System.out.println(customer2.getName());
System.out.println(customer3.getName());
System.out.println(customer4.getName());
}
}
Step 5
Verify the output.
Customers
Rob
Not Available in Customer Database
Julie
Not Available in Customer Database
Strategy Pattern
In Strategy pattern, a class behavior or its algorithm can be changed at run time. This type of
design pattern comes under behavior pattern.
In Strategy pattern, we create objects which represent various strategies and a context object
whose behavior varies as per its strategy object. The strategy object changes the executing
algorithm of the context object.
Implementation
We're going to create a Strategy interface defining a action and concrete strategy classes
implementing the Strategy interface. Context is a class which uses a Strategy.
StrategyPatternDemo, our demo class will use Context and strategy objects to demonstrate
change in Context behaviour based on strategy it deploys or uses.
Step 1
Create an interface.
Strategy.java
public interface Strategy {
public int doOperation(int num1, int num2);
}
Step 2
Create concrete classes implementing the same interface.
OperationAdd.java
public class OperationAdd implements Strategy{
@Override
public int doOperation(int num1, int num2) {
return num1 + num2;
}
}
OperationSubstract.java
public class OperationSubstract implements Strategy{
@Override
public int doOperation(int num1, int num2) {
return num1 - num2;
}
}
OperationMultiply.java
public class OperationMultiply implements Strategy{
@Override
public int doOperation(int num1, int num2) {
return num1 * num2;
}
}
Step 3
Create Context Class.
Context.java
public class Context {
private Strategy strategy;
Step 4
Use the Context to see change in behaviour when it changes its Strategy.
StatePatternDemo.java
public class StrategyPatternDemo {
public static void main(String[] args) {
Context context = new Context(new OperationAdd());
System.out.println("10 + 5 = " + context.executeStrategy(10, 5));
Step 5
Verify the output.
10 + 5 = 15
10 - 5 = 5
10 * 5 = 50
Template Pattern
In Template pattern, an abstract class exposes defined way(s)/template(s) to execute its
methods. Its subclasses can overrides the method implementations as per need basis but the
invocation is to be in the same way as defined by an abstract class. This pattern comes under
behavior pattern category.
Implementation
We're going to create a Game abstract class defining operations with a template method set to be
final so that it cannot be overridden. Cricket and Football are concrete classes extend Game and
override its methods.
TemplatePatternDemo, our demo class will use Game to demonstrate use of template pattern.
Step 1
Create an abstract class with a template method being final.
Game.java
public abstract class Game {
abstract void initialize();
abstract void startPlay();
abstract void endPlay();
//template method
public final void play(){
//start game
startPlay();
//end game
endPlay();
}
}
Step 2
Create concrete classes extending the above class.
Cricket.java
public class Cricket extends Game {
@Override
void endPlay() {
System.out.println("Cricket Game Finished!");
}
@Override
void initialize() {
System.out.println("Cricket Game Initialized! Start playing.");
}
@Override
void startPlay() {
System.out.println("Cricket Game Started. Enjoy the game!");
}
}
Football.java
public class Football extends Game {
@Override
void endPlay() {
System.out.println("Football Game Finished!");
}
@Override
void initialize() {
System.out.println("Football Game Initialized! Start playing.");
}
@Override
void startPlay() {
System.out.println("Football Game Started. Enjoy the game!");
}
}
Step 3
Use the Game's template method play() to demonstrate a defined way of playing game.
TemplatePatternDemo.java
public class TemplatePatternDemo {
public static void main(String[] args) {
Step 4
Verify the output.
Cricket Game Initialized! Start playing.
Cricket Game Started. Enjoy the game!
Cricket Game Finished!
Visitor Pattern
In Visitor pattern, we use a visitor class which changes the executing algorithm of an element
class. By this way, execution algorithm of element can varies as visitor varies. This pattern comes
under behavior pattern category. As per the pattern, element object has to accept the visitor
object so that visitor object handles the operation on the element object.
Implementation
We're going to create a ComputerPart interface defining accept
opearation.Keyboard, Mouse, Monitor and Computer are concrete classes
implementing ComputerPart interface. We'll define another interface ComputerPartVisitor which
will define a visitor class operations. Computer uses concrete visitor to do corresponding action.
VisitorPatternDemo, our demo class will use Computer, ComputerPartVisitor classes to
demonstrate use of visitor pattern.
Step 1
Define an interface to represent element.
ComputerPart.java
public interface class ComputerPart {
public void accept(ComputerPartVisitor computerPartVisitor);
}
Step 2
Create concrete classes extending the above class.
Keyboard.java
public class Keyboard implements ComputerPart {
@Override
public void accept(ComputerPartVisitor computerPartVisitor) {
computerPartVisitor.visit(this);
}
}
Monitor.java
public class Monitor implements ComputerPart {
@Override
public void accept(ComputerPartVisitor computerPartVisitor) {
computerPartVisitor.visit(this);
}
}
Mouse.java
public class Mouse implements ComputerPart {
@Override
public void accept(ComputerPartVisitor computerPartVisitor) {
computerPartVisitor.visit(this);
}
}
Computer.java
public class Computer implements ComputerPart {
ComputerPart[] parts;
public Computer(){
parts = new ComputerPart[] {new Mouse(), new Keyboard(), new
Monitor()};
}
@Override
public void accept(ComputerPartVisitor computerPartVisitor) {
for (int i = 0; i < parts.length; i++) {
parts[i].accept(computerPartVisitor);
}
computerPartVisitor.visit(this);
}
}
Step 3
Define an interface to represent visitor.
ComputerPartVisitor.java
public interface ComputerPartVisitor {
public void visit(Computer computer);
public void visit(Mouse mouse);
public void visit(Keyboard keyboard);
public void visit(Monitor monitor);
}
Step 4
Create concrete visitor implementing the above class.
ComputerPartDisplayVisitor.java
public class ComputerPartDisplayVisitor implements ComputerPartVisitor {
@Override
public void visit(Computer computer) {
System.out.println("Displaying Computer.");
}
@Override
public void visit(Mouse mouse) {
System.out.println("Displaying Mouse.");
}
@Override
public void visit(Keyboard keyboard) {
System.out.println("Displaying Keyboard.");
}
@Override
public void visit(Monitor monitor) {
System.out.println("Displaying Monitor.");
}
}
Step 5
Use the ComputerPartDisplayVisitor to display parts of Computer.
VisitorPatternDemo.java
public class VisitorPatternDemo {
public static void main(String[] args) {
Step 6
Verify the output.
Displaying Mouse.
Displaying Keyboard.
Displaying Monitor.
Displaying Computer.
MVC Pattern
MVC Pattern stands for Model-View-Controller Pattern. This pattern is used to separate
application's concerns.
Model - Model represents an object or JAVA POJO carrying data. It can also have logic to update
controller if its data changes.
View - View represents the visualization of the data that model contains.
Controller - Controller acts on both Model and view. It controls the data flow into model object and
updates the view whenever data changes. It keeps View and Model separate.
Implementation
We're going to create a Student object acting as a model.StudentView will be a view class which
can print student details on console and StudentController is the controller class responsible to
store data in Student object and update view StudentView accordingly.
MVCPatternDemo, our demo class will use StudentController to demonstrate use of MVC pattern.
Step 1
Create Model.
Student.java
public class Student {
private String rollNo;
private String name;
public String getRollNo() {
return rollNo;
}
public void setRollNo(String rollNo) {
this.rollNo = rollNo;
}
public String getName() {
return name;
}
public void setName(String name) {
this.name = name;
}
}
Step 2
Create View.
StudentView.java
public class StudentView {
public void printStudentDetails(String studentName, String
studentRollNo){
System.out.println("Student: ");
System.out.println("Name: " + studentName);
System.out.println("Roll No: " + studentRollNo);
}
}
Step 3
Create Controller.
StudentController.java
public class StudentController {
private Student model;
private StudentView view;
Step 4
Use the StudentController methods to demonstrate MVC design pattern usage.
MVCPatternDemo.java
public class MVCPatternDemo {
public static void main(String[] args) {
controller.updateView();
}
Step 5
Verify the output.
Student:
Name: Robert
Roll No: 10
Student:
Name: Julie
Roll No: 10
Implementation
We're going to create
a Client, BusinessDelegate, BusinessService, LookUpService, JMSService and EJBService repr
esenting various entities of Business Delegate pattern.
BusinessDelegatePatternDemo, our demo class will use BusinessDelegate and Client to
demonstrate use of Business Delegate pattern.
Step 1
Create BusinessService Interface.
BusinessService.java
public interface BusinessService {
public void doProcessing();
}
Step 2
Create Concreate Service Classes.
EJBService.java
public class EJBService implements BusinessService {
@Override
public void doProcessing() {
System.out.println("Processing task by invoking EJB Service");
}
}
JMSService.java
public class JMSService implements BusinessService {
@Override
public void doProcessing() {
System.out.println("Processing task by invoking JMS Service");
}
}
Step 3
Create Business Lookup Service.
BusinessLookUp.java
public class BusinessLookUp {
public BusinessService getBusinessService(String serviceType){
if(serviceType.equalsIgnoreCase("EJB")){
return new EJBService();
}else {
return new JMSService();
}
}
}
Step 4
Create Business Delegate.
BusinessLookUp.java
public class BusinessDelegate {
private BusinessLookUp lookupService = new BusinessLookUp();
private BusinessService businessService;
private String serviceType;
Step 5
Create Client.
Student.java
public class Client {
BusinessDelegate businessService;
Step 6
Use BusinessDelegate and Client classes to demonstrate Business Delegate pattern.
BusinessDelegatePatternDemo.java
public class BusinessDelegatePatternDemo {
businessDelegate.setServiceType("JMS");
client.doTask();
}
}
Step 7
Verify the output.
Processing task by invoking EJB Service
Processing task by invoking JMS Service
Implementation
We're going to create CompositeEntity object acting as
CompositeEntity. CoarseGrainedObject will be a class which contains dependent
objects. CompositeEntityPatternDemo, our demo class will use Client class to demonstrate use of
Composite Entity pattern.
Step 1
Create Dependent Objects.
DependentObject1.java
public class DependentObject1 {
DependentObject2.java
public class DependentObject2 {
Step 3
Create Composite Entity.
CompositeEntity.java
public class CompositeEntity {
private CoarseGrainedObject cgo = new CoarseGrainedObject();
Step 4
Create Client class to use Composite Entity.
Client.java
public class Client {
private CompositeEntity compositeEntity = new CompositeEntity();
Step 6
Verify the output.
Data: Test
Data: Data
Data: Second Test
Data: Data1
Implementation
We're going to create a Student object acting as a Model or Value Object.StudentDao is Data
Access Object Interface.StudentDaoImpl is concrete class implementing Data Access Object
Interface. DaoPatternDemo, our demo class will use StudentDao demonstrate use of Data
Access Object pattern.
Step 1
Create Value Object.
Student.java
public class Student {
private String name;
private int rollNo;
Step 2
Create Data Access Object Interface.
StudentDao.java
import java.util.List;
Step 3
Create concreate class implementing above interface.
StudentDaoImpl.java
import java.util.ArrayList;
import java.util.List;
public StudentDaoImpl(){
students = new ArrayList<Student>();
Student student1 = new Student("Robert",0);
Student student2 = new Student("John",1);
students.add(student1);
students.add(student2);
}
@Override
public void deleteStudent(Student student) {
students.remove(student.getRollNo());
System.out.println("Student: Roll No " + student.getRollNo()
+", deleted from database");
}
@Override
public Student getStudent(int rollNo) {
return students.get(rollNo);
}
@Override
public void updateStudent(Student student) {
students.get(student.getRollNo()).setName(student.getName());
System.out.println("Student: Roll No " + student.getRollNo()
+", updated in the database");
}
}
Step 4
Use the StudentDao to demonstrate Data Access Object pattern usage.
CompositeEntityPatternDemo.java
public class DaoPatternDemo {
public static void main(String[] args) {
StudentDao studentDao = new StudentDaoImpl();
//update student
Student student =studentDao.getAllStudents().get(0);
student.setName("Michael");
studentDao.updateStudent(student);
Step 5
Verify the output.
Student: [RollNo : 0, Name : Robert ]
Student: [RollNo : 1, Name : John ]
Student: Roll No 0, updated in the database
Student: [RollNo : 0, Name : Michael ]
Implementation
We're going to create a FrontController,Dispatcher to act as Front Controller and Dispatcher
correspondingly. HomeView and StudentView represent various views for which requests can
come to front controller.
FrontControllerPatternDemo, our demo class will use FrontController ato demonstrate Front
Controller Design Pattern.
Step 1
Create Views.
HomeView.java
public class HomeView {
public void show(){
System.out.println("Displaying Home Page");
}
}
StudentView.java
public class StudentView {
public void show(){
System.out.println("Displaying Student Page");
}
}
Step 2
Create Dispatcher.
Dispatcher.java
public class Dispatcher {
private StudentView studentView;
private HomeView homeView;
public Dispatcher(){
studentView = new StudentView();
homeView = new HomeView();
}
Step 3
Create FrontController
Context.java
public class FrontController {
public FrontController(){
dispatcher = new Dispatcher();
}
Step 4
Use the FrontController to demonstrate Front Controller Design Pattern.
FrontControllerPatternDemo.java
public class FrontControllerPatternDemo {
public static void main(String[] args) {
FrontController frontController = new FrontController();
frontController.dispatchRequest("HOME");
frontController.dispatchRequest("STUDENT");
}
}
Step 5
Verify the output.
Page requested: HOME
User is authenticated successfully.
Displaying Home Page
Page requested: STUDENT
User is authenticated successfully.
Displaying Student Page
Implementation
We're going to create a FilterChain,FilterManager, Target, Client as various objects representing
our entities.AuthenticationFilter and DebugFilter represents concrete filters.
InterceptingFilterDemo, our demo class will use Client to demonstrate Intercepting Filter Design
Pattern.
Step 1
Create Filter interface.
Filter.java
public interface Filter {
public void execute(String request);
}
Step 2
Create concrete filters.
AuthenticationFilter.java
public class AuthenticationFilter implements Filter {
public void execute(String request){
System.out.println("Authenticating request: " + request);
}
}
DebugFilter.java
public class DebugFilter implements Filter {
public void execute(String request){
System.out.println("request log: " + request);
}
}
Step 3
Create Target
Target.java
public class Target {
public void execute(String request){
System.out.println("Executing request: " + request);
}
}
Step 4
Create Filter Chain
FilterChain.java
import java.util.ArrayList;
import java.util.List;
Step 5
Create Filter Manager
FilterManager.java
public class FilterManager {
FilterChain filterChain;
Step 6
Create Client
Client.java
public class Client {
FilterManager filterManager;
Step 7
Use the Client to demonstrate Intercepting Filter Design Pattern.
FrontControllerPatternDemo.java
public class InterceptingFilterDemo {
public static void main(String[] args) {
FilterManager filterManager = new FilterManager(new Target());
filterManager.setFilter(new AuthenticationFilter());
filterManager.setFilter(new DebugFilter());
Step 8
Verify the output.
Authenticating request: HOME
request log: HOME
Executing request: HOME
Implementation
We're going to create a ServiceLocator,InitialContext, Cache, Service as various objects
representing our entities.Service1 and Service2 represents concrete services.
ServiceLocatorPatternDemo, our demo class is acting as a client here and will
use ServiceLocator to demonstrate Service Locator Design Pattern.
Step 1
Create Service interface.
Service.java
public interface Service {
public String getName();
public void execute();
}
Step 2
Create concrete services.
Service1.java
public class Service1 implements Service {
public void execute(){
System.out.println("Executing Service1");
}
@Override
public String getName() {
return "Service1";
}
}
Service2.java
public class Service2 implements Service {
public void execute(){
System.out.println("Executing Service2");
}
@Override
public String getName() {
return "Service2";
}
}
Step 3
Create InitialContext for JNDI lookup
InitialContext.java
public class InitialContext {
public Object lookup(String jndiName){
if(jndiName.equalsIgnoreCase("SERVICE1")){
System.out.println("Looking up and creating a new Service1
object");
return new Service1();
}else if (jndiName.equalsIgnoreCase("SERVICE2")){
System.out.println("Looking up and creating a new Service2
object");
return new Service2();
}
return null;
}
}
Step 4
Create Cache
Cache.java
import java.util.ArrayList;
import java.util.List;
public Cache(){
services = new ArrayList<Service>();
}
Step 5
Create Service Locator
ServiceLocator.java
public class ServiceLocator {
private static Cache cache;
static {
cache = new Cache();
}
if(service != null){
return service;
}
Step 6
Use the ServiceLocator to demonstrate Service Locator Design Pattern.
ServiceLocatorPatternDemo.java
public class ServiceLocatorPatternDemo {
public static void main(String[] args) {
Service service = ServiceLocator.getService("Service1");
service.execute();
service = ServiceLocator.getService("Service2");
service.execute();
service = ServiceLocator.getService("Service1");
service.execute();
service = ServiceLocator.getService("Service2");
service.execute();
}
}
Step 7
Verify the output.
Looking up and creating a new Service1 object
Executing Service1
Looking up and creating a new Service2 object
Executing Service2
Returning cached Service1 object
Executing Service1
Returning cached Service2 object
Executing Service2
Implementation
We're going to create a StudentBO as Business Object,Student as Transfer Object representing
our entities.
TransferObjectPatternDemo, our demo class is acting as a client here and will
use StudentBO and Student to demonstrate Transfer Object Design Pattern.
Step 1
Create Transfer Object.
StudentVO.java
public class StudentVO {
private String name;
private int rollNo;
Step 2
Create Business Object.
StudentBO.java
import java.util.ArrayList;
import java.util.List;
public StudentBO(){
students = new ArrayList<StudentVO>();
StudentVO student1 = new StudentVO("Robert",0);
StudentVO student2 = new StudentVO("John",1);
students.add(student1);
students.add(student2);
}
public void deleteStudent(StudentVO student) {
students.remove(student.getRollNo());
System.out.println("Student: Roll No "
+ student.getRollNo() +", deleted from database");
}
Step 3
Use the StudentBO to demonstrate Transfer Object Design Pattern.
TransferObjectPatternDemo.java
public class TransferObjectPatternDemo {
public static void main(String[] args) {
StudentBO studentBusinessObject = new StudentBO();
//update student
StudentVO student =studentBusinessObject.getAllStudents().get(0);
student.setName("Michael");
studentBusinessObject.updateStudent(student);
Step 4
Verify the output.
Student: [RollNo : 0, Name : Robert ]
Student: [RollNo : 1, Name : John ]
Student: Roll No 0, updated in the database
Student: [RollNo : 0, Name : Michael ]