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Design Patterns in Java™

Design Patterns in Java™

          
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About the Book

Design Patterns in Java™ gives you the hands-on practice and deep insight you need to fully leverage the significant power of design patterns in any Java software project. The perfect complement to the classic Design Patterns, this learn-by-doing workbook applies the latest Java features and best practices to all of the original 23 patterns identified in that groundbreaking text. Drawing on their extensive experience as Java instructors and programmers, Steve Metsker and Bill Wake illuminate each pattern with real Java programs, clear UML diagrams, and compelling exercises. You'll move quickly from theory to application—learning how to improve new code and refactor existing code for simplicity, manageability, and performance. Coverage includes Using Adapter to provide consistent interfaces to clients Using Facade to simplify the use of reusable toolkits Understanding the role of Bridge in Java database connectivity The Observer pattern, Model-View-Controller, and GUI behavior Java Remote Method Invocation (RMI) and the Proxy pattern Streamlining designs using the Chain of Responsibility pattern Using patterns to go beyond Java's built-in constructor features Implementing Undo capabilities with Memento Using the State pattern to manage state more cleanly and simply Optimizing existing codebases with extension patterns Providing thread-safe iteration with the Iterator pattern Using Visitor to define new operations without changing hierarchy classes If you're a Java programmer wanting to save time while writing better code, this book's techniques, tips, and clear explanations and examples will help you harness the power of patterns to improve every program you write, design, or maintain. All source code is available for download at http://www.oozinoz.com.

Table of Contents:
Preface xiiiChapter 1 Introduction 1Why Patterns? 1 Why Design Patterns? 2 Why Java? 3 UML 4 Challenges 4 The Organization of This Book 5 Welcome to Oozinoz! 6 Summary 7 Part I Interface Patterns 9Chapter 2 Introducing Interfaces 11Interfaces and Abstract Classes 11 Interfaces and Obligations 13 Summary 15 Beyond Ordinary Interfaces 16 Chapter 3 Adapter 17Adapting to an Interface 17 Class and Object Adapters 21 Adapting Data for a JTable 25 Identifying Adapters 30 Summary 31 Chapter 4 Facade 33Facades, Utilities, and Demos 33 Refactoring to Facade 35 Summary 46 Chapter 5 Composite 47An Ordinary Composite 47 Recursive Behavior in Composites 48 Composites, Trees, and Cycles 50 Composites with Cycles 56 Consequences of Cycles 60 Summary 60 Chapter 6 Bridge 63An Ordinary Abstraction: On the Way to Bridge 63 From Abstraction to Bridge 66 Drivers as Bridges 68 Database Drivers 69 Summary 71 Part II Responsibility Patterns 73Chapter 7 Introducing Responsibility 75Ordinary Responsibility 75 Controlling Responsibility with Visibility 77 Summary 79 Beyond Ordinary Responsibility 79 Chapter 8 Singleton 81Singleton Mechanics 81 Singletons and Thread 83 Recognizing Singleton 84 Summary 86 Chapter 9 Observer 87A Classic Example: Observer in GUIs 87 Model/View/Controller 92 Maintaining an Observable Object 99 Summary 101 Chapter 10 Mediator 103A Classic Example: GUI Mediators 103 Mediators of Relational Integrity 108 Summary 116 Chapter 11 Proxy 117A Classic Example: Image Proxies 117 Image Proxies Reconsidered 122 Remote Proxies 125 Dynamic Proxies 131 Summary 136 Chapter 12 Chain of Responsibility 137An Ordinary Chain of Responsibility 137 Refactoring to Chain of Responsibility 139 Anchoring a Chain 142 Chain of Responsibility without Composite 144 Summary 144 Chapter 13 Flyweight 145Immutability 145 Extracting the Immutable Part of a Flyweight 146 Sharing Flyweights 148 Summary 152 Part III Construction Patterns 153Chapter 14 Introducing Construction 155A Few Construction Challenges 155 Summary 157 Beyond Ordinary Construction 157 Chapter 15 Builder 159An Ordinary Builder 159 Building under Constraints 162 A Forgiving Builder 164 Summary 165 Chapter 16 Factory Method 167A Classic Example: Iterators 167 Recognizing Factory Method 168 Taking Control of Which Class to Instantiate 169 Factory Method in Parallel Hierarchies 171 Summary 173 Chapter 17 Abstract Factory 175A Classic Example: GUI Kits 175 Abstract Factories and Factory Method 180 Packages and Abstract Factories 184 Summary 185 Chapter 18 Prototype 187Prototypes as Factories 187 Prototyping with Clones 189 Summary 192 Chapter 19 Memento 193A Classic Example: Using Memento for Undo 193 Memento Durability 201 Persisting Mementos Across Sessions 201 Summary 205 Part IV Operation Patterns 207Chapter 20 Introducing Operations 209Operations and Methods 209 Signatures 211 Exceptions 212 Algorithms and Polymorphism 213 Summary 214 Beyond Ordinary Operations 215 Chapter 21 Template Method 217A Classic Example: Sorting 217 Completing an Algorithm 221 Template Method Hooks 224 Refactoring to Template Method 225 Summary 228 Chapter 22 State 229Modeling States 229 Refactoring to State 233 Making States Constant 238 Summary 240 Chapter 23 Strategy 241Modeling Strategies 241 Refactoring to Strategy 244 Comparing Strategy and State 248 Comparing Strategy and Template Method 249 Summary 250 Chapter 24 Command 251A Classic Example: Menu Commands 251 Using Command to Supply a Service 254 Command Hooks 255 Command in Relation to Other Patterns 257 Summary 259 Chapter 25 Interpreter 261An Interpreter Example 261 Interpreters, Languages, and Parsers 274 Summary 275 Part V Extension Patterns 277Chapter 26 Introducing Extensions 279Principles of Object-Oriented Design 279 The Liskov Substitution Principle 280 The Law of Demeter 281 Removing Code Smells 283 Beyond Ordinary Extensions 283 Summary 285 Chapter 27 Decorator 287A Classic Example: Streams and Writers 287 Function Wrappers 295 Decorator in Relation to Other Patterns 303 Summary 303 Chapter 28 Iterator 305Ordinary Iteration 305 Thread-Safe Iteration 307 Iterating over a Composite 313 Summary 324 Chapter 29 Visitor 325Visitor Mechanics 325 An Ordinary Visitor 327 Visitor Cycles 333 Visitor Risks 338 Summary 340 Part VI Appendixes 341Appendix A Directions 343Get the Most from This Book 343 Understand the Classics 344 Weave Patterns into Your Code 344 Keep Learning 345 Appendix B Solutions 347Appendix C Oozinoz Source 427Acquiring and Using the Source 427 Building the Oozinoz Code 427 Testing the Code with JUnit 428 Finding Files Yourself 428 Summary 429 Appendix D UML at a Glance 431Classes 432 Class Relationships 433 Interfaces 435 Objects 436 States 437 Glossary 439Bibliography 447Index 449


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Product Details
  • ISBN-13: 9780321333025
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison-Wesley Educational Publishers Inc
  • Depth: 32
  • Language: English
  • Returnable: Y
  • Spine Width: 29 mm
  • Width: 239 mm
  • ISBN-10: 0321333020
  • Publisher Date: 27 Apr 2006
  • Binding: Hardback
  • Height: 190 mm
  • No of Pages: 480
  • Series Title: Software Patterns (Hardcover)
  • Weight: 884 gr


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