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Über dieses Buch

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

This book has three parts. The first part covers 23 Gang of Four (GoF) design patterns. The second part includes three alternative design patterns. The third part presents criticisms of design patterns with an overview of anti-patterns. You will work through easy-to-follow examples to understand the concepts in depth and you will have a collection of programs to port over to your own projects.

A Q&A session is included in each chapter and covers the pros and cons of each pattern. The last chapter presents FAQs about the design patterns. The step-by-step approach of the book helps you apply your skills to learn other patterns on your own, and to be familiar with the latest version of Java and Eclipse.

What You'll Learn

Work with each of the design patterns

Implement design patterns in real-world applications

Choose from alternative design patterns by comparing their pros and cons

Use the Eclipse IDE to write code and generate output

Read the in-depth Q&A session in each chapter with pros and cons for each design pattern

Who This Book Is For

Software developers, architects, and programmers

Inhaltsverzeichnis

Frontmatter

Gang of Four Patterns

Frontmatter

Chapter 1. Singleton Pattern

This chapter covers the singleton pattern.
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Chapter 2. Prototype Pattern

This chapter covers the prototype pattern.
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Chapter 3. Builder Pattern

This chapter covers the builder pattern.
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Chapter 4. Factory Method Pattern

This chapter covers the factory method pattern.
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Chapter 5. Abstract Factory Pattern

This chapter covers the abstract factory pattern.
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Chapter 6. Proxy Pattern

This chapter covers the proxy pattern.
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Chapter 7. Decorator Pattern

This chapter covers the decorator pattern.
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Chapter 8. Adapter Pattern

This chapter covers the adapter pattern.
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Chapter 9. Facade Pattern

This chapter covers the facade pattern.
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Chapter 10. Flyweight Pattern

This chapter covers the flyweight pattern.
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Chapter 11. Composite Pattern

This chapter covers the composite pattern.
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Chapter 12. Bridge Pattern

This chapter covers the bridge pattern.
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Chapter 13. Visitor Pattern

This chapter covers the visitor pattern.
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Chapter 14. Observer Pattern

This chapter covers the observer pattern.
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Chapter 15. Strategy (Policy) Pattern

This chapter covers the strategy pattern.
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Chapter 16. Template Method Pattern

This chapter covers the Template Method pattern.
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Chapter 17. Command Pattern

This chapter covers the command pattern.
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Chapter 18. Iterator Pattern

This chapter covers the iterator pattern.
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Chapter 19. Memento Pattern

This chapter covers the memento pattern.
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Chapter 20. State Pattern

This chapter covers the state pattern.
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Chapter 21. Mediator Pattern

This chapter covers the mediator pattern.
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Chapter 22. Chain-of-Responsibility Pattern

This chapter covers the chain-of-responsibility pattern.
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Chapter 23. Interpreter Pattern

This chapter covers the interpreter pattern.
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Additional Design Patterns

Frontmatter

Chapter 24. Simple Factory Pattern

This chapter covers the simple factory pattern.
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Chapter 25. Null Object Pattern

Wikipedia says, “In object-oriented computer programming, a null object is an object with no referenced value or with defined neutral (null) behavior. The null object design pattern describes the uses of such objects and their behavior (or lack thereof). It was first published in the Pattern Languages of Program Design book series.” The Hillside Group sponsors Pattern Languages of Programs (PLoP) annual conferences.
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Chapter 26. MVC Pattern

Model-View-Controller (MVC) is an architectural pattern.
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Final Discussions on Design Patterns

Frontmatter

Chapter 27. Criticisms of Design Patterns

In this chapter, I present some of the criticisms of design patterns. Reading about the criticisms can offer real value. If you think critically about patterns before you design your software, you can predict your “return on investment” to some degree. Design patterns basically help you benefit from another people’s experience. This is often called experience reuse. You learn how they solved challenges, how they tried to adapt new behaviors in their systems, and so on. A pattern may not perfectly fit into your work, but if you concentrate on the best practices as well as the problems of a pattern at the beginning, you are more likely to make a better application.
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Chapter 28. AntiPatterns: Avoid the Common Mistakes

The discussion of design patterns cannot be completed without antipatterns. This chapter briefly overviews antipatterns. Let’s start.
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Chapter 29. FAQs

This chapter is a subset of the “Q&A Session” sections in all the chapters in this book. Many of these questions were not discussed in certain chapters because the related patterns were not yet covered. So, it is highly recommended that in addition to the following Q&As, you go through all the “Q&A Session” sections in the book for a better understanding of all the patterns.
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Backmatter

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