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Abstract Factory
Definition
Provides one level of interface higher than the factory pattern. It is used to return one of
several factories.
Example
Suppose you need to write a program to show data in two different places. Let's say from
a local or a remote database. You need to make a connection to a database before working
on the data. In this case, you have two choices, local or remote. You may use abstract
factory design pattern to design the interface in the following way:
class DataInfo {}
interface Local {
DataInfo[] loadDB(String filename);
}
}
// work on data
Such design is often used in SCJD project assignment. If you have a multiple places to
load data, you just add more methods in the connection interface without altering other
structure, or add a location variable in.
Factory Method
Definition
Provides an abstraction or an interface and lets subclass or implementing classes decide
which class or method should be instantiated or called, based on the conditions or
parameters given.
Examples
To illustrate such concept, let's use a simple example. To paint a picture, you may need
several steps. A shape is an interface. Several implementing classes may be designed in
the following way.
interface Shape {
public void draw();
}
class Line implements Shape {
Point x, y;
Line(Point a, Point b) {
x = a;
y = b;
}
public void draw() {
//draw a line;
}
}
class Square implements Shape {
Point start;
int width, height;
Square(Point s, int w, int h) {
start = s;
width = w;
height = h;
}
public void draw() {
//draw a square;
}
}
class Circle implements Shape {
....
}
class Painting {
Point x, y;
int width, height, radius;
Painting(Point a, Point b, int w, int h, int r) {
x = a;
y = b;
width = w;
height = h;
radius = r;
}
Shape drawLine() {
return new Line(x,y);
}
Shape drawSquare() {
return new Square(x, width, height);
}
Shape drawCircle() {
return new Circle(x, radius);
}
....
}
...
Shape pic;
Painting pt;
//initializing pt
....
if (line)
pic = pt.drawLine();
if (square)
pic = pt.drawSquare();
if (circle)
pic = pt.drawCircle();
From the above example, you may see that the Shape pic's type depends on the condition
given. The variable pic may be a line or square or a circle.
You may use several constructors with different parameters to instantiate the object you
want. It is another way to design with Factory pattern. For example,
class Painting {
...
Painting(Point a, Point b) {
new Line(a, b); //draw a line
}
Painting(Point a, int w, int h) {
new Square(a, w, h); //draw a square
}
Painting(Point a, int r){
new Circle(a, r); //draw a circle
}
...
}
You may use several methods to finish the drawing jobs. It is so-called factory method
pattern. for example,
class Painting {
...
Painting(Point a, Point b) {
draw(a, b); //draw a line
}
Painting(Point a, int w, int h) {
draw(a, w, h); //draw a square
}
Painting(Point a, int r){
draw(a, r); //draw a circle
}
...
}
Here is a popular example of Factory design pattern. For example, you have several
database storages located in several places. The program working on the database is the
same. The user may choose local mode or remote mode. The condition is the choice by
the user. You may design your program with Factory pattern. When the local mode is set,
you may instantiate an object to work on the local database. If the remote mode is set,
you may instantiate an object which may have more job to do like remote connection,
downloading, etc.
interface DatabaseService {
public DataInfo getDataInfo() throws Exception;
public FieldInfo getFieldInfo() throws Exception;
public void write(FieldInfo fi) throws Exception;
public void modify(FieldInfo fi) throws Exception;
public void delete(FieldInfo fi) throws Exception;
//...
}
class Data implements DatabaseService {
To illustrate how to use factory design pattern with class level implementation, here is a
real world example. A company has a website to display testing result from a plain text
file. Recently, the company purchased a new machine which produces a binary data file,
another new machine on the way, it is possible that one will produce different data file.
How to write a system to deal with such change. The website just needs data to display.
Your job is to provide the specified data format for the website.
Here comes a solution. Use an interface type to converge the different data file format.
The following is a skeleton of implementation.
//load a file
public void load(String fileName);
C:\>java TestFactory 1
load from a txt file
txt file format changed
C:\>java TestFactory 2
load from an xml file
xml file format changed
C:\>java TestFactory 3
load from a db file
db file format changed
In the future, the company may add more data file with different format, a programmer
just adds a new class in accordingly. Such design saves a lot of code and is easy to
maintain.
Prototype
Definition
Cloning an object by reducing the cost of creation.
Example
Dynamic loading is a typical object-oriented feature and prototype example. For
example, overriding method is a kind of prototype pattern.
interface Shape {
public void draw();
}
class Line implements Shape {
public void draw() {
System.out.println("line");
}
}
class Square implements Shape {
public void draw() {
System.out.println("square");
}
}
class Circle implements Shape {
public void draw() {
System.out.println("circle");
}
}
class Painting {
public static void main(String[] args) {
Shape s1 = new Line();
Shape s2 = new Square();
Shape s3 = new Circle();
paint(s1);
paint(s2);
paint(s3);
}
static void paint(Shape s) {
if ( s instanceof Line)
s.draw();
if (s instanceof Square)
s.draw();
if (s instanceof Circle)
s.draw();
}
}
C:\ Command Prompt
C:\> java Painting
line
square
circle
The paint method takes a variable of Shape type at runtime. The draw method is called
based on the runtime type.
class Painting {
public void draw(Point p, Point p2) {
//draw a line
}
public void draw(Point p, int x, int y) {
//draw a square
}
public void draw(Point p, int x) {
//draw a circle
}
}
The draw method is called to draw the related shape based on the parameters it takes.
The prototype is typically used to clone an object, i.e. to make a copy of an object. When
an object is complicated or time consuming to be created , you may take prototype
pattern to make such object cloneable. Assume the Complex class is a complicated, you
need to implement Cloneable interface and override the clone method(protected Object
clone()).
Cloning is a shallow copy of the original object. If the cloned object has been changed,
the original object will be changed accordingly. See the following alteration.
System.out.println();
System.out.print("local array: ");
for(int i = 0; i < mycopy.length; i++)
System.out.print(mycopy[i]);
System.out.println();
System.out.print("cloned object: ");
for(int ii = 0; ii < c2.nums.length; ii++)
System.out.print(c2.nums[ii]);
System.out.println();
To avoid such side effect, you may use a deep copy instead of a shallow copy. The
following shows the alteration to the above example, note that the Complex class doesn't
implement Cloneable interface.
class Complex {
int[] nums = {1,2,3,4,5};
public Complex clone() {
return new Complex();
}
int[] getNums() {
return nums;
}
}
class Test2 {
Complex c1 = new Complex();
Complex makeCopy() {
return (Complex)c1.clone();
}
public static void main(String[] args) {
Test2 tp = new Test2();
Complex c2 = tp.makeCopy();
int[] mycopy = c2.getNums();
mycopy[0] = 5;
System.out.println();
System.out.print("local array: ");
for(int i = 0; i < mycopy.length; i++)
System.out.print(mycopy[i]);
System.out.println();
Builder
Definition
Construct a complex object from simple objects step by step.
Example
To build a house, we will take several steps:
1. build foundation,
2. build frame,
3. build exterior,
4. build interior.
Let's use an abstract class HouseBuilder to define these 4 steps. Any subclass of
HouseBuilder will follow these 4 steps to build house (that is to say to implement these 4
methods in the subclass). Then we use a WorkShop class to force the order of these 4
steps (that is to say that we have to build interior after having finished first three steps).
The TestBuilder class is used to test the coordination of these classes and to check the
building process.
import java.util.*;
class WorkShop {
//force the order of building process
public void construct(HouseBuilder hb) {
hb.buildFoundation();
hb.buildFrame();
hb.buildExterior();
hb.buildInterior();
}
}
class House {
private String type = null;
private List features = new ArrayList();
public House() {
class TestBuilder {
C:\>
To fine tune the above example, every do method can be designed as a class. Similar
functional class can be designed once and used by other classes. e.g. Window, Door,
Kitchen, etc.
Another example, such as writing a Pizza program. Every gradient can be designed as a
class. One pizza at least consists of several gradients. Different pizza has different
gradients. A builder pattern may be adopted.
Singleton
Definition
One instance of a class or one value accessible globally in an application.
Example
One file system, one window manager, one printer spooler, one Test engine, one
Input/Output socket and etc.
To design a Singleton class, you may need to make the class final like java.Math, which
is not allowed to subclass, or make a variable or method public and/or static, or make all
constructors private to prevent the compiler from creating a default one.
usage:
RemoteConnection rconn = RemoteConnection.getRemoteConnection;
rconn.loadData();
...
class Connection {
public static boolean haveOne = false;
public Connection() throws Exception{
if (!haveOne) {
doSomething();
haveOne = true;
}else {
throw new Exception("You cannot have a second instance");
}
}
public static Connection getConnection() throws Exception{
return new Connection();
}
void doSomething() {}
//...
public static void main(String [] args) {
try {
Connection con = new Connection(); //ok
}catch(Exception e) {
System.out.println("first: " +e.getMessage());
}
try {
Connection con2 = Connection.getConnection(); //failed.
}catch(Exception e) {
System.out.println("second: " +e.getMessage());
}
}
}
C:\ Command Prompt
C:\> java Connection
second: You cannot have a second instance
class Employee {
public static final int companyID = 12345;
public String address;
//...
}
class HourlyEmployee extends Employee {
public double hourlyRate;
//....
}
class SalaryEmployee extends Employee {
public double salary;
//...
}
class Test {
public static void main(String[] args) {
Employee Evens = new Employee();
HourlyEmployee Hellen = new HourlyEmployee();
SalaryEmployee Sara = new SalaryEmployee();
System.out.println(Evens.companyID == Hellen.companyID); //true
System.out.println(Evens.companyID == Sara.companyID); //true
}
}
C:\ Command Prompt
C:\> java Test
true
true
Structural Patterns:::::
Adapter
Definition
Convert the existing interfaces to a new interface to achieve compatibility and reusability
of the unrelated classes in one application. Also known as Wrapper pattern.
Example
The famous adapter classes in Java API are WindowAdapter,ComponentAdapter,
ContainerAdapter, FocusAdapter, KeyAdapter, MouseAdapter and
MouseMotionAdapter.
As you know, WindowListner interface has seven methods. Whenever your class
implements such interface, you have to implements all of the seven methods.
WindowAdapter class implements WindowListener interface and make seven empty
implementation. When you class subclass WindowAdapter class, you may choose the
method you want without restrictions. The following give such an example.
import javax.swing.*;
import java.awt.event.*;
class Test extends JFrame {
public Test () {
setSize(200,200);
setVisible(true);
addWindowListener(new Closer());
}
public static void main(String[] args) {
new Test();
}
class Closer extends WindowAdapter {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
}
}
To reuse classes and make new class compatible with existing ones. For example, A clean
system is already designed, you want to add more job in, the Extra interface uses adapter
pattern to plug in the existing system.
interface Clean {
public void makeClean();
}
class Office implements Clean{
public void makeClean() {
System.out.println("Clean Office");
}
}
class Workshop implements Clean{
public void makeClean() {
System.out.println("Clean Workshop");
}
}
class Test {
static void Jobs (Extra job) {
if (job instanceof Clean)
((Clean)job).makeClean();
if (job instanceof Extra)
((Extra)job).takeCare();
}
public static void main(String[] args) {
Extra e = new Facility();
Jobs(e);
Clean c1 = new Office();
Clean c2 = new Workshop();
c1.makeClean();
c2.makeClean();
e.makeClean();
}
}
C:\ Command Prompt
C:\> java Test
Clean Facility
Care has been taken
Clean Office
Clean Workshop
Clean Facility
By composition, we can achieve adapter pattern. It is also called wrapper. For example, a
Data class has already been designed and well tested. You want to adapt such class to
your system. You may declare it as a variable and wrapper or embed it into your class.
//well-tested class
class Data {
public void add(Info){}
public void delete(Info) {}
public void modify(Info){}
//...
}
Bridge
Definition
Decouple an abstraction or interface from its implementation so that the two can vary
independently.
Examples
If you have a question database, you may want to develop a program to display it based
on the user selection. The following is a simple example to show how to use a Bridge
pattern to decouple the relationship among the objects.
import java.util.*;
//abstraction
interface Question {
//implementation
class QuestionManager {
//further implementation
class QuestionFormat extends QuestionManager {
System.out.println("\n~~~~~~~~~~~~~~~~~~~~~~~~");
super.displayAll();
System.out.println("~~~~~~~~~~~~~~~~~~~~~~~~");
}
}
//decoupled implementation
class JavaQuestions implements Question {
public JavaQuestions() {
//load from a database and fill in the container
questions.add("What is Java? ");
questions.add("What is an interface? ");
questions.add("What is cross-platform? ");
questions.add("What is UFT-8? ");
questions.add("What is abstract? ");
questions.add("What is Thread? ");
questions.add("What is multi-threading? ");
class TestBridge {
public static void main(String[] args) {
questions.display();
questions.next();
questions.displayAll();
}
}
//need jdk1.5 to compile
C:\ Command Prompt
C:\> javac TestBridge.java
C:\> java TestBridge
What is Java?
~~~~~~~~~~~~~~~~~~~~~~~~
Question Catalog: Java Language
What is Java?
What is an interface?
What is cross-platform?
What is UFT-8?
What is abstract?
What is Thread?
What is multi-threading?
What is object?
What is reference type?
~~~~~~~~~~~~~~~~~~~~~~~~
C:\>
Note that the JavaQuestion class can be launched independently and work as its own
system. Here we just show you how to use Bridge pattern to decouple the interface from
its implementation.
Composite
Definition
Build a complex object out of elemental objects and itself like a tree structure.
Example
A component has many elements and itself which has many elements and itself, etc. A
file system is a typical example. Directory is a composite pattern. When you deal with
Directory object, if isFile() returns true, work on file, if isDirectory() returns true, work
on Directory object.
class Directory {
Directory dir;
File[] f;
...
boolean isDirectory() {
return f == null;
}
boolean isFile() {
return f != null;
}
File getFile(int i) {
if (isFile())
return f[i];
return null'
}
Directory getDirectory() {
if (isDirectory())
return dir;
return null;
}
....
}
For example, General Manager may have several employees and some of employees are
Managers which have several employees. To illustrate such issue, we design a simple
Manager class.
class Employee {
String name;
double salary;
Employee(String n, double s){
name = n;
salary = s;
}
String getName() {
return name;
}
double getSalary() {
return salary;
}
public String toString() {
return "Employee " + name;
}
}
class Manager {
Manager mgr;
Employee[] ely;
String dept;
Manager(Manager mgr,Employee[] e, String d ) {
this(e, d);
this.mgr = mgr;
}
Manager(Employee[] e, String d) {
ely = e;
dept =d;
}
String getDept() {
return dept;
}
Manager getManager() {
return mgr;
}
Employee[] getEmployee() {
return ely;
}
public String toString() {
return dept + " manager";
}
}
class Test {
public static void main(String[] args) {
Employee[] e1 = {new Employee("Aaron", 50),
new Employee("Betty", 60)};
Manager m1 = new Manager(e1, "Accounting");
System.out.println(m2);
Employee[] emp = m2.getEmployee();
if (emp != null)
for (int k = 0; k < emp.length; k++)
System.out.println(" "+emp[k]+" Salary: $"+
emp[k].getSalary());
Manager m = m2.getManager();
System.out.println(" " + m);
if (m!= null) {
Employee[] emps = m.getEmployee();
if (emps != null)
for (int k = 0; k < emps.length; k++)
System.out.println(" " + emps[k]+" Salary: $"+
emps[k].getSalary());
}
}
}
C:\ Command Prompt
C:\> java Test
Production manager
Employee Cathy Salary: $70.0
Employee Dan Salary: $80.0
Employee Eliz Salary: $90.0
Accounting manager
Employee Aaron Salary: $50.0
Employee Betty Salary: $60.0
Decorator
Definition
Attach additional responsibilities or functions to an object dynamically or statically. Also
known as Wrapper.
Example
A JScrollPane object can be used to decorate a JTextArea object or a JEditorPane object.
A window can be decorated with different borders like BevelBorder, CompoundBorder,
EtchedBorder TitledBorder etc. These border classes working as decorators are provided
in Java API.
Decorator pattern can be used in a non-visual fashion. For example,
BufferedInputStream, DataInputStream, and CheckedInputStream are decorating objects
of FilterInputStream class. These decorators are standard Java API classes.
To illustrate a simple decorator pattern in non-visual manner, we design a class that prints
a number. We create a decorator class that adds a text to the Number object to indicate
that such number is a random number. Of course we can subclass the Number class to
achieve the same goal. But the decorator pattern provides us an alternative way.
import java.util.Random;
class Number {
public void print() {
System.out.println(new Random().nextInt());
}
}
class Decorator {
public Decorator() {
System.out.print("Random number: ");//add a description to the
number printed
new Number().print();
}
}
class Test {
public static void main(String[] args) {
new Decorator();
new SubNumber();
}
}
java Test
Random number: 145265744
Random number: 145265755
Façade
Definition
Make a complex system simpler by providing a unified or general interface, which is a
higher layer to these subsystems.
Where to use & benefits
• Want to reduce complexities of a system.
• Decouple subsystems , reduce its dependency, and improve portability.
• Make an entry point to your subsystems.
• Minimize the communication and dependency between subsystems.
• Security and performance consideration.
• Shield clients from subsystem components.
• Simplify generosity to specification.
• Related patterns include
o Abstract Factory, which is often used to create an interface for a
subsystem in an independent way, and can be used as an alternative way to
a facade.
o Singleton, which is often used with a facade.
o Mediator, which is similar to facade, but a facade doesn't define new
functionality to the subsystem.
Example
JDBC design is a good example of Façade pattern. A database design is complicated.
JDBC is used to connect the database and manipulate data without exposing details to the
clients.
interface General {
public void accessGeneral();
}
interface Special extends General {
public void accessSpecial();
}
interface Private extends General {
public void accessPrivate();
}
class Connection {
//...
The above code example illustrates that the whole system is not exposed to the clients. It
depends on the user classification.
Mr. SudHakar Chavali proposes a better design, similar to the above, but avoids repeated
code. Look at code below.
interface General {
public void accessGeneral();
}
//...
}
//...
}
//...
}
// ...
//...
}
When you design a mortgage process system, you may consider the process of checking
client's bank, credit and other loan information. Facade design may be a choice.
Flyweight
Definition
Make instances of classes on the fly to improve performance efficiently, like individual
characters or icons on the screen.
Examples
In order to share an object, we may declare an interface and an intrinsic state through
which flyweights can receive and act on it. If you want to show a file system with folders
to show the directories or subdirectories, you don't need to load all the files or directories
at one loading time. You may show the upper level folders first. If the user clicks a folder,
then load its subdirectories and files. The shared trigger is mouse-clicked. The composite
pattern may be combined to define the flyweight system.
class Folder {
void draw(..) {}
}
class FolderFactory {
...
if (selected) {
return aFolder;
else
return aFile;
...
}
...
To show how to use flyweight to reduce object creation, we will make a program to draw
1000 circles with 6 different colors. Before we customize it to a flyweight design, it is
coded as follows:
import java.awt.*;
import java.awt.Color;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.event.*;
public Test() {
Container contentPane = getContentPane();
contentPane.add(panel, BorderLayout.CENTER);
contentPane.add(button, BorderLayout.SOUTH);
setSize(WIDTH,HEIGHT);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setVisible(true);
button.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent event) {
Graphics g = panel.getGraphics();
class Circle {
private Color color;
Then we rewrite the program. It is possible for people to rewrite with Circle object in the
following way:
import java.awt.*;
import java.awt.Color;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.event.*;
public Test() {
Container contentPane = getContentPane();
contentPane.add(panel, BorderLayout.CENTER);
contentPane.add(button, BorderLayout.SOUTH);
setSize(WIDTH ,HEIGHT);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setVisible(true);
button.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent event) {
Graphics g = panel.getGraphics();
From the above code, you may note that 1000 circle object has been created. It is memory
consuming.
class CircleFactory {
//store color
private static final HashMap circleByColor = new HashMap();
if(circle == null) {
circle = new Circle(color);
circleByColor.put(color, circle);
System.out.println("Creating " + color + " circle");//see how
many objects we create on command line
}
return circle;
}
}
import java.awt.*;
import java.util.HashMap;
import java.awt.Color;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.event.*;
public Test() {
Container contentPane = getContentPane();
contentPane.add(panel, BorderLayout.CENTER);
contentPane.add(button, BorderLayout.SOUTH);
setSize(WIDTH,HEIGHT);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setVisible(true);
button.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent event) {
Graphics g = panel.getGraphics();
for(int i=0; i < NUMBER_OF_CIRCLES; ++i) {
Circle circle =
CircleFactory.getCircle(getRandomColor());
circle.draw(g, getRandomX(), getRandomY(),getRandomR());
//Since we have 6 different colors, we have 6 objects
created.
}
}
});
}
public static void main(String[] args) {
Test test = new Test();
}
private int getRandomX() {
return (int)(Math.random()*WIDTH );
}
private int getRandomY() {
return (int)(Math.random()*HEIGHT);
}
private int getRandomR() {
return (int)(Math.random()*(HEIGHT/10));
}
private Color getRandomColor() {
return colors[(int)(Math.random()*colors.length)];
}
}
class CircleFactory {
private static final HashMap circleByColor = new HashMap();
if(circle == null) {
circle = new Circle(color);
circleByColor.put(color, circle);
System.out.println("Creating " + color + " circle");
}
return circle;
}
}
class Circle {
private Color color;
Copy, paste above code and run it. You will see the printout from the command line, that
you only have 6 objects created, not 1000 objects because you only have 6 colors. Such a
big reduction of object creation will improve your program performance dramatically.
C:\ Command Prompt
C:\> java Test
Creating java.awt.Color[r=255,g=0,b=0] circle
Creating java.awt.Color[r=0,g=0,b=0] circle
Creating java.awt.Color[r=255,g=200,b=0] circle
Creating java.awt.Color[r=255,g=255,b=0] circle
Creating java.awt.Color[r=0,g=0,b=255] circle
Creating java.awt.Color[r=255,g=255,b=255] circle
Flyweight design is effective with instantiating a large amount of small and fine-grained
classes by combining with factory design pattern.
If you have jdk1.5 installed, you may need to use a tool to check if you save the memory
by running your commands as follows:
String class is designed with Flyweight design pattern. It has similar structure as above
example. When you create a string constant, such constant is stored in a pool. When the
second string is created, it will be checked to see if it has been created. If it is true, the
second string instance will be picked up from the string pool instead of creating a new
one. This is why the following code makes sense, but bothers many people.
String s1 = "hello";
String s2 = "hello"; //store in a string pool.
String s3 = new String("hello");
Proxy
Definition
Use a simple object to represent a complex one or provide a placeholder for another
object to control access to it.
Example
When loading a large image, you may create some light object to represent it until the
image is loaded completely. Usually a proxy object has the same methods as the object it
represents. Once the object is loaded, it passes on the actual object. For example,
Behavioral Patterns::::::
Chain of Responsibility
Definition
Let more than one object handle a request without their knowing each other. Pass the
request to chained objects until it has been handled.
Example
The Java Servlet filter framework is an example of chain of resposibility design. Note
that the chain.doFilter() is the method that should be called to make the chain roll. If the
subclass missed it, the whole chain would be stopped or blocked.
Here comes a simple example, just to show how chain of responsibility works. Whenever
you spend company's money, you need get approval from your boss, or your boss's boss.
Let's say, the leadership chain is:
Manager-->Director-->Vice President-->President
The following is a command line program to check who is responsible to approve your
expenditure.
import java.io.*;
abstract class PurchasePower {
class PurchaseRequest {
class CheckAuthority {
public static void main(String[] args) throws Exception{
Manager manager = new Manager();
Director director = new Director();
VicePresident vp = new VicePresident();
President president = new President();
manager.setSuccessor(director);
director.setSuccessor(vp);
vp.setSuccessor(president);
}
}
C:\ Command Prompt
C:\> javac CheckAuthority.java
C:\> java CheckAuthority
The composite pattern is often used with chain of responsibility. That means a class may
contain the related class that may handle the request.
Command
Definition
Streamlize objects by providing an interface to encapsulate a request and make the
interface implemented by subclasses in order to parameterize the clients.
Example
The simple example of Command pattern is to design a Command interface and with an
execute method like this:
Then, design multiple implementation classes and see how powerful the execute()
method has been called dynamically.
In order to take advantage of Java built-in interfaces, we will design a window with a
drop down menu, button commands and popup menu with command pattern.
As we know, JButton, JMenuItem and JPopupMenu have constructors accept Action type
variable. Action interface extends ActionListener, which has the following hierarchy.
There is an abstract class called AbstractAction which implements Action interface. It has
the following design.
We will create several command classes to subclass the AbstractAction class and pass
them to the constructors of JButton, JMenuItem and JPopupMenu classes. There is a
request method called actionPerformed(), every command classes must implement it in
order to make it work. To show the concept, we just design two actions: submit and exit.
You may expand such design to your need in your future project.
Such action can be attached to any component, AWT or Swing. The caption, and Icon
have been designed as well as tooltips.
You can modify the program to add more commands in. These command classes are
decoupled from any program. It is very good for maintenance.
The whole workable program is as follows. You can run it to see the powerful command
design pattern.
import javax.swing.*;
import java.awt.event.*;
import java.awt.*;
});
JPanel jp = new JPanel();
JButton subbtn = new JButton(sa);
JButton exitbtn = new JButton(ea);
jp.add(subbtn);
jp.add(exitbtn);
Pay attention to the action buttons. The instances can be parameterized to JButton,
JMenuItem and JPopupMenu constructors. The powerful action design (Java built-in
Action interface) makes objects like ExitAction, SubmitAction be used everywhere.
Design once, use everywhere
Interpreter
Definition
Provides a definition of a macro language or syntax and parsing into objects in a
program.
Example
Given any string expression and a token, filter out the information you want. The below
is a simple parser program. the myParser method can be used to parse any expression.
The composite, visit and iterator patterns have been used.
import java.util.*;
class Parser{
private String expression;
private String token;
private List result;
private String interpreted;
Iterator
Definition
Provide a way to move through a list of collection or aggregated objects without knowing
its internal representations.
Example
Employee is an interface, Manager, PieceWorker, HourlyWorker and CommissionWorker
are implementation classes of interface Employee. EmployeeTest class will create a list
and use a built-in iterator of ArrayList class to traverse the members of the list.
import java.util.*;
interface Employee {
public abstract double earnings();
}
class Manager implements Employee {
private double weeklySalary;
private String name;
public Manager(String name, double s) {
this.name = name;
setWeeklySalary(s);
}
void setWeeklySalary(double s) {
if (s > 0) {
weeklySalary = s;
} else
weeklySalary = 0;
}
void setWagePerPiece(double w) {
if (w > 0)
wagePerPiece = w;
else
wagePerPiece = 0;
}
void setQuantity(int q) {
if ( q > 0)
quantity = q;
else
quantity = 0;
}
public String getName() {
return name;
}
public double earnings() {
return quantity * wagePerPiece;
}
void setHourlyWage(double w) {
if (w > 0)
hourlyWage = w;
else
hourlyWage = 0;
}
void setHours(double h) {
if ( 0 <= h && h < 168)
hours = h;
else
hours = 0;
}
public String getName() {
return name;
}
public double earnings() {
return hourlyWage * hours;
}
public String toString() {
return "Hourly worker: " + getName();
}
}
class EmployeeTest {
public static void main(String[] args) {
java.util.List list = new ArrayList();
list.add(new Manager("Bill", 800.00));
list.add(new CommissionWorker("Newt", 400.0, 3.75, 159.99));
list.add(new PieceWorker("Al", 2.5, 200));
list.add(new HourlyWorker("Babara", 13.75, 40));
list.add(new Manager("Peter", 1200.00));
list.add(new CommissionWorker("Margret", 600.0,5.5, 200.25));
list.add(new PieceWorker("Mark", 4.5, 333));
list.add(new HourlyWorker("William", 31.25, 50));
The above example also shows a dynamic binding feature which is popular in Object-
Oriented realm.
If you want to pick up a specific object from the aggregated list, you may use the
following code.
while(iterator.hasNext()) {
Employee em = (Employee)iterator.next();
if (em instanceof Manager) {
System.out.print(em + " earns $");
System.out.println(em.earnings());
}
}
The above list can also be replaced by an array and achieve the same result.
Mediator
Definition
Define an object that encapsulates details and other objects interact with such object. The
relationships are loosely decoupled.
Example
If you have a complex GUI, whenever a button has been clicked, the related actions
should be disabled or enabled. You may design a Mediator class to include all related
classes:
interface Command {
void execute();
}
class Mediator {
BtnView btnView;
BtnSearch btnSearch;
BtnBook btnBook;
LblDisplay show;;
//....
void registerView(BtnView v) {
btnView = v;
}
void registerSearch(BtnSearch s) {
btnSearch = s;
}
void registerBook(BtnBook b) {
btnBook = b;
}
void registerDisplay(LblDisplay d) {
show = d;
}
void book() {
btnBook.setEnabled(false);
btnView.setEnabled(true);
btnSearch.setEnabled(true);
show.setText("booking...");
}
void view() {
btnView.setEnabled(false);
btnSearch.setEnabled(true);
btnBook.setEnabled(true);
show.setText("viewing...");
}
void search() {
btnSearch.setEnabled(false);
btnView.setEnabled(true);
btnBook.setEnabled(true);
show.setText("searching...");
}
}
Then, you may define classes which should be controlled by the Mediator class.
From the above design, you can see that the relationships among the classes, which also
known as collegues or participating classes, are multidirectional. Mediator class contains
all the information about these classes and knows what these classes are going to do. The
participating classes have to register themselves to the Mediator class.
The MediatorDemo class will show the cooperation among the classes.
}
public void actionPerformed(ActionEvent ae) {
Command comd = (Command)ae.getSource();
comd.execute();
}
public static void main(String[] args) {
new MediatorDemo();
}
}
interface Command {
void execute();
}
class Mediator {
BtnView btnView;
BtnSearch btnSearch;
BtnBook btnBook;
LblDisplay show;;
//....
void registerView(BtnView v) {
btnView = v;
}
void registerSearch(BtnSearch s) {
btnSearch = s;
}
void registerBook(BtnBook b) {
btnBook = b;
}
void registerDisplay(LblDisplay d) {
show = d;
}
void book() {
btnBook.setEnabled(false);
btnView.setEnabled(true);
btnSearch.setEnabled(true);
show.setText("booking...");
}
void view() {
btnView.setEnabled(false);
btnSearch.setEnabled(true);
btnBook.setEnabled(true);
show.setText("viewing...");
}
void search() {
btnSearch.setEnabled(false);
btnView.setEnabled(true);
btnBook.setEnabled(true);
show.setText("searching...");
}
}
class BtnView extends JButton implements Command {
Mediator med;
BtnView(ActionListener al, Mediator m) {
super("View");
addActionListener(al);
med = m;
med.registerView(this);
}
public void execute() {
med.view();
}
}
}
public void actionPerformed(ActionEvent ae) {
Command comd = (Command)ae.getSource();
comd.execute();
}
public static void main(String[] args) {
new MediatorDemo();
}
}
java MediatorDemo
Memento
Definition
To record an object internal state without violating encapsulation and reclaim it later
without knowledge of the original object.
Example
To design a program with Memento feature is used to combine several design patterns
like Command, Mediator or Iterator.
class Memento {
int num;
Memento(int c) {
num = c;
}
int getNum() {
return num;
}
}
Then we combine Mediator and Command patterns to design three buttons and one
label.The first button throws dice, the second button shows the dice number backward,
and the third button clears number displayed. The label is used to display the dice number
thrown. We use Math.random() method to get number from 1 to 6.
The Mediator class will hold these participating objects and manipulate their
relationships.
class Mediator {
BtnDice btnDice;
BtnPrevious btnPrevious;
BtnClear btnClear;
LblDisplay show;
java.util.List list, undo;
boolean restart = true;
int counter = 0, ct = 0;
//....
Mediator() {
list = new ArrayList();
undo = new ArrayList();
}
void registerDice(BtnDice d) {
btnDice = d;
}
void registerClear(BtnClear c) {
btnClear = c;
}
void registerPrevious(BtnPrevious p) {
btnPrevious = p;
}
void registerDisplay(LblDisplay d) {
show = d;
}
void throwit() {
show.setForeground(Color.black);
int num = (int)(Math.random()*6 +1);
int i = counter++;
list.add(i, new Integer(num));
undo.add(i, new Memento(num));
show.setText(""+num);
}
void previous() {
show.setForeground(Color.red);
btnDice.setEnabled(false);
if (undo.size() > 0) {
ct = undo.size()-1;
Memento num = (Memento)undo.get(ct);
show.setText(""+num.getNum());
undo.remove(ct);
}
if (undo.size() == 0)
show.setText("0");
}
void clear() {
list = new ArrayList();
undo = new ArrayList();
counter = 0;
show.setText("0");
btnDice.setEnabled(true);
}
}
The complete workable program is as follows. Copy it, compile it and run it.
import javax.swing.*;
import java.awt.event.*;
import java.awt.FontMetrics;
import java.awt.*;
import java.util.*;
import javax.swing.border.*;
interface Command {
void execute();
}
class Mediator {
BtnDice btnDice;
BtnPrevious btnPrevious;
BtnClear btnClear;
LblDisplay show;
java.util.List list, undo;
boolean restart = true;
int counter = 0, ct = 0;
//....
Mediator() {
list = new ArrayList();
undo = new ArrayList();
}
void registerDice(BtnDice d) {
btnDice = d;
}
void registerClear(BtnClear c) {
btnClear = c;
}
void registerPrevious(BtnPrevious p) {
btnPrevious = p;
}
void registerDisplay(LblDisplay d) {
show = d;
}
void throwit() {
show.setForeground(Color.black);
int num = (int)(Math.random()*6 +1);
int i = counter++;
list.add(i, new Integer(num));
undo.add(i, new Memento(num));
show.setText(""+num);
}
void previous() {
show.setForeground(Color.red);
btnDice.setEnabled(false);
if (undo.size() > 0) {
ct = undo.size()-1;
Memento num = (Memento)undo.get(ct);
show.setText(""+num.getNum());
undo.remove(ct);
}
if (undo.size() == 0)
show.setText("0");
}
void clear() {
list = new ArrayList();
undo = new ArrayList();
counter = 0;
show.setText("0");
btnDice.setEnabled(true);
}
}
class BtnDice extends JButton implements Command {
Mediator med;
BtnDice(ActionListener al, Mediator m) {
super("Throw Dice");
addActionListener(al);
med = m;
med.registerDice(this);
}
public void execute() {
med.throwit();
}
}
Observer
Definition
One object changes state, all of its dependents are updated automatically.
Example
Observer pattern is often used in GUI application. For example, defining a one-to-many
dependency between objects so that when one object changes state, all its dependents are
notified and updated automatically, like stock change affecting many data or diagram
updated accordingly.
Java API provides a built-in interface Observer and class Observable for use.
To show how observer pattern works, two windows have been created. One is for user
input; another is for display. When the data has been entered in the textfield, another
window gets the message and display it with a dialog. The private inner classes have been
used in this example.
import javax.swing.*;
import java.awt.event.*;
import java.util.*;
}
});
getContentPane().add(display);
setTitle("Observer form");
setSize(200,100);
setLocation(200,100);
setVisible(true);
public InputForm() {
JPanel panel= new JPanel();
input.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
inform.notifyObservers();
}
});
panel.add(new JLabel("Enter: "));
panel.add(input);
addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}});
getContentPane().add(panel);
setTitle("Observable form");
setSize(200,100);
setVisible(true);
}
public Observable getInputInfo() {
return inform;
}
State
Definition
An object's behavior change is represented by its member classes, which share the same
super class.
Example
To show the concept of State pattern, we use a simple command line program. If a GUI
program is used, a mediator pattern or a flyweight pattern may be applied on it.
Users connect to a database to do some jobs. Users from Management department may
focus on management. Users from Sales department may focus on sales information.
Every connection has to perform similar functions like open, log and close. Suppose we
have an abstract Connection class and have these functions listed. Thus, every subclass of
Connection must implement these functions. We list three subclasses Management, Sales
and Accounting for example, just to show the State pattern concept. The Controller class
contains each state of connection. Its behavior is decided by another object, which is a
Test class. All the details have been hidden from the Test class. Suppose we have a server
which is a singleton. Which connection is made depends on the user. We use a Test class
which makes a trigger from command line. In the real program, the trigger should be
made by the user.
Controller() {
acct = new Accounting();
sales = new Sales();
manage = new Management();
}
public void makeAccountingConnection() {
current = acct;
}
public void makeSalesConnection() {
current = sales;
}
public void makeManagementConnection() {
current = manage;
}
public void open() {
current.open();
}
public void close() {
current.close();
}
public void log() {
current.log();
}
}
class Test {
String con;
Controller controller;
Test(String con) {
controller = new Controller();
//the following trigger should be made by the user
if(con.equalsIgnoreCase("management"))
controller.makeManagementConnection();
if(con.equalsIgnoreCase("sales"))
controller.makeSalesConnection();
if(con.equalsIgnoreCase("accounting"))
controller.makeAccountingConnection();
controller.open();
controller.log();
controller.close();
}
}
class Server {
public static Test test;
public static void main(String[] args) {
new Test(args[0]);
}
}
When we run the program with different connection, we will invoke the program in the
following printout:
Definition
Group several algorithms in a single module to provide alternatives. Also known as
policy.
State, which can activate several states, whereas a strategy can only
activate one of the algorithms.
Example
Compress files using different algorithms or save files in different formats or draw
graphic in different presentations. Here is a simple example. Just to show the concept of a
strategy pattern.
interface FortuneCookies {
public void print();
}
class Five implements FortuneCookies {
public void print() {
System.out.println("It is your turn to get it");
}
}
class Two implements FortuneCookies {
public void print() {
System.out.println("It is never too late to start");
}
}
class Null implements FortuneCookies {
public void print() {
System.out.println("You got nothing");
}
}
class Dice {
public int throwIt() {
return (int)(Math.random()*6)+1;
}
}
//more class...
class Test {
static void goodFortune() {
int luckyNum = new Dice().throwIt();
FortuneCookies fc;
switch (luckyNum) {
case 2: fc = new Two();
break;
case 5: fc = new Five();
break;
//more
default: fc = new Null();
}
fc.print();
}
public static void main(String[] args) {
goodFortune();
}
}
Template Method
Definition
Provide an abstract definition for a method or a class and redefine its behavior later or on
the fly without changing its structure.
Examples
For example, a loan application process may take several steps to finish. Let's assume the
steps are as follows:
You may use a template method to hold the process steps together without considering
the real implementation in the subclass.
//other methods
}
class TestTemplate {
public static void main(String[] args) {
C:\>
Method overloading and method overriding are good examples of template method
pattern. For example,
The add() in the following code example is a template method. It can take any numerical
primitive types and the result can be casted to the type you want.
//coercion polymorphism
abstract class Add {
public abstract double add(double d1, double d2);//template
}
class AddAnyTypeNumber extends Add{
public double add(double d1, double d2) {
return d1 + d2;
}
}
class Test {
public static void main(String[] args) {
double d1 = 10.5, d2 = 9.5;
float f1 = 11.5f, f2 = 12.5f;
long l1 = 1, l2 = 2;
int i1 = 3, i2 = 4;
short s1 = 7, s2 = 8;
byte b1 = 5, b2 = 6;
AddAnyTypeNumber addNumber = new AddAnyTypeNumber();
System.out.println(addNumber.add(d1,d2));
System.out.println((float)addNumber.add(f1,f2));
System.out.println((long)addNumber.add(l1,l2));
System.out.println((int)addNumber.add(i1,i2));
System.out.println((short)addNumber.add(s1,s2));
System.out.println((byte)addNumber.add(b1,b2));
}
}
C:\ Command Prompt
C:\> java Test
20.0
24.0
3
7
15
11
Note that the side effect of using coercion polymorphism is casting in and casting out if
you need specific type to do the work. If you forget to do so, you may have unexpected
result and it is hard to debug.
If you don't have template method pattern concept or don't know Java type promotion
technique, you may write code in the following way:
System.out.println(addNumber.add(d1,d2));
System.out.println(addNumber.add(f1,f2));
System.out.println(addNumber.add(l1,l2));
System.out.println(addNumber.add(i1,i2));
System.out.println(addNumber.add(s1,s2));
System.out.println(addNumber.add(b1,b2));
}
}
C:\ Command Prompt
C:\> java Test
20.0
24.0
3
7
15
11
Without using template method pattern, you may write more lines of code. The good
thing is that you don't have any side effect by using specific designed method and you
don't need to cast in or out.
Visitor
Definition
Define a new operation to deal with the classes of the elements without changing their
structures.
Example
The following is a dummy program. Two interfaces involved: Visitor and Pizza. The
Pizza system is completely independent. "How to get it" tries to add new operations to
the Pizza system. It is done by adding another interface Visitor and parameterizing Pizza
interface in the abstract method visit(composite pattern). The "how to get" classes
implement Visitor interface and make a connection with Pizza system.
import java.util.*;
interface Visitor {
public void visit(Pizza p);
}
interface Pizza {
public String order();
}
class PopJohn implements Pizza {
final String name = "PopJohn";
public String order() {
return name;
}
}
class PizzaHut implements Pizza {
final String name = "PizzaHut";
public String order() {
return name;
}
}
class GodFather implements Pizza {
final String name = "GodFather";
public String order() {
return name;
}
}
class ByPickup implements Visitor {
private String name;
private final String method = "By pick up";
public void visit(Pizza p) {
name = p.order();
}
java Test
How many pizza restaurants in this area?
PopJohn
PizzaHut
GodFather
java Test
How many pizza restaurants in this area?
PopJohn
PizzaHut
GodFather
J2EE Patterns
MVC
Definition
The Model/View/Controller(MVC) is an architecture design pattern. Model means data,
View means representation and Controller works on data and representation. MVC
focuses on decouple the triad relationships among data, representation and controller.
Core issue
MVC consists of three kind of objects. The Model is an internal representation of the
data, the View is the screen presentation of GUI, and the Controller coordinates changes
between the Model and View.
Try to visualize that the user reacts with the GUI, a DataManager(Controller) listens to
the GUI's call. If the user needs to load data, such request is sent to the DataManager, the
DataManager starts loading, searching and extracting the requested data from the server
and sends it back to the GUI. GUI is responsible to display data.
Here the server acts as Model, the DataManager acts as Controller and GUI acts as View.
The DataManager can be used for both remote and local modes (design two constructors
for both modes), the GUI can be replaced with any design and the data related classes can
be packaged together and put on local and server sides. All of the three objects can be
reused for other projects with little code alteration.
If you grasp such concept and skill, you will save a lot of time in designing and
developing your projects in the future. This is the so-called OOA/OOD.
Business Delegate
Definition
An intermediate class decouples between presentation-tier clients and business services.
Example
Make a class deal with lookups and exception, acting as a representative of the client
components
Composite Entity
Definition
Use a coarse-grained interface to manage interactions between fine-grained or coarse-
grained and dependent objects internally. The Composite Entity is a coarse-grained entity
bean. It may be the coarse-grained object or hold a reference to the coarse-grained object.
Also known as Aggregate Entity.
Definition
Adapt a uniform interface to access multiple databases like relational, unrelational,
object-oriented, etc.
Example
Front Controller
Definition
Using a single component to process application requests.
Example
Design a servlet to deal with all the requests.
Intercepting Filter
Definition
A pluggable component design to intercept incomming requests and outgoing responses,
provide common services in a standard manner (independently) without changing core
processing code.
Example
To create a basic filter, you need to:
import javax.servlet.*;
import javax.servlet.http.*;
chain.doFilter(request, response);
}
<filter-mapping>
<filter-name>MyFilter</filter-name>
<url-pattern>/xxx.jsp</url-pattern>
</filter-mapping>
You may use filter mapping and servlet mapping in web.xml file to diable the invoker
servlet to apply the filter.
Service Locator
Definition
Centralizing distributed service object lookups, providing a centralized point of control,
acting as a cache that eliminates redundant lookups.
Example
Use a container as cache to hold the lookup object. One application only lookups same
object once. Doing so will dramatically improve performance. Make sure the container
used is thread-safe.
Transfer Object
Definition
Using a serializable class to act as data carrier, grouping related attributes, forming a
composite value and working as a return type from remote business method. Also known
as Value object.
Example
In the J2EE server, the client tier may make several calls to retrieve data from the
enterprise bean. Even in the same machine, the every call from the client tier to the server
tier is a remote method call. Think about use Transfer Object design pattern to retrieve
related attributes and return a single object instead of each call just for retrieving a single
attribute value. The transfer object is passed by value to the client. All calls to the transfer
object instance are local calls to the client, so such design saves a lot of network traffic.
Let's say that you have a remote banking system. If the user has five requests one time,
you should design your system to give response once, not five times. You may need to
group all return values from these five requests to an object carrier and then return to
client just once. Once the client program receives the instance of this object, it invokes
the accessors and gets value to display. The total network traffic for one user just once.