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Edition K. Sterling
Vaskaran Sarcar

Java Design Patterns


A Hands-On Experience with Real-World Examples
3rd ed.
Vaskaran Sarcar
Garia, Kolkata, India

ISBN 978-1-4842-7970-0 e-ISBN 978-1-4842-7971-7


https://doi.org/10.1007/978-1-4842-7971-7

© Vaskaran Sarcar 2022

This work is subject to copyright. All rights are solely and exclusively
licensed by the Publisher, whether the whole or part of the material is
concerned, specifically the rights of translation, reprinting, reuse of
illustrations, recitation, broadcasting, reproduction on microfilms or in
any other physical way, and transmission or information storage and
retrieval, electronic adaptation, computer software, or by similar or
dissimilar methodology now known or hereafter developed.

The use of general descriptive names, registered names, trademarks,


service marks, etc. in this publication does not imply, even in the
absence of a specific statement, that such names are exempt from the
relevant protective laws and regulations and therefore free for general
use.

The publisher, the authors and the editors are safe to assume that the
advice and information in this book are believed to be true and accurate
at the date of publication. Neither the publisher nor the authors or the
editors give a warranty, expressed or implied, with respect to the
material contained herein or for any errors or omissions that may have
been made. The publisher remains neutral with regard to jurisdictional
claims in published maps and institutional affiliations.

This Apress imprint is published by the registered company APress


Media, LLC, part of Springer Nature.
The registered company address is: 1 New York Plaza, New York, NY
10004, U.S.A.
First, I dedicate this book to Almighty GOD and the Gang of Four. Then I
dedicate this work to all who have great potential to produce top-quality
software but could not flourish for to various reasons. My message for
them: “Dear reader, I want to hold your hands and help you express your
hidden talents to the outside world.”
Introduction
It is my absolute pleasure to write the third edition of Java Design
Patterns for you. You can surely guess that I got this opportunity
because you liked the previous edition of the book and shared your nice
reviews from across the globe. So, once again I’m excited to join your
design patterns journey. This time I present a further simplified, better
organized, and content-rich edition to you.
You probably know that the concept of design patterns became
extremely popular with the Gang of Four’s famous book Design
Patterns: Elements of Reusable Object-Oriented Software (Addison-
Wesley, 1994). The book came out at the end of 1994, and it primarily
focused on C++. But it is useful to know that these concepts still apply
in today’s programming world. Sun Microsystem released its first
public implementation of Java 1.0 in 1995. So, in 1995, Java was new to
the programming world. Since then, it has become rich with new
features and is now a popular programming language. On the other
hand, the concepts of design patterns are universal. So, when you
exercise these fundamental concepts of design patterns with Java, you
open new opportunities for yourself.
My end goal is simple: I want you to develop your programming
skills to the next level using design patterns in your code.
Unfortunately, this skill set cannot be acquired simply by reading. This
is why I made this guide to the design patterns that you want to use in
Java.
I have been writing books on design patterns since 2015 in different
languages such as Java and C#. These books were further enhanced,
and multiple editions of them were published and well received. In the
initial version, my core intention was to implement each of the 23 Gang
of Four (GoF) design patterns using simple examples. One thing was
always in my mind when writing: I wanted to use the most basic
constructs of Java so that the code would be compatible with both the
upcoming version and the legacy version of Java. I have found this
method helpful in the world of programming.
In the last few years, I have received many constructive suggestions
from my readers. The second edition of this book was created with that
feedback in mind. I also updated the formatting and corrected some
typos from the previous version of the book and added new content to
this edition. In the second edition of the book, I focused on another
important area. I call it the “doubt-clearing sessions.” I knew that if I
could add some more information such as alternative ways to write
these implementations, the pros and cons of these patterns, and when
to choose one approach over another, readers would find this book
even more helpful. So, in the second edition of the book, “Q&A Session”
sections were added in each chapter to help you learn each pattern in
more depth. I know you liked it very much.
So, what is new in the third edition? Well, the first thing I want to
tell you is that since the second edition of the book is already big, this
time I made the examples shorter and simpler. Also, I place the related
chapters close to each other. This is why you’ll see the Chain of
Responsibility pattern after the Observer pattern. The same is true for
Simple Factory and Factory Method patterns, Strategy and State
patterns, and Command and Memento patterns. In addition, at the
beginning of the book, you’ll read a detailed discussion on SOLID design
principles, which are used heavily across these patterns. Apart from
these changes, I add more code explanations for your easy
understanding.
Malcolm Gladwell in his book Outliers (Little, Brown and Company,
2008) talked about the 10,000-hour rule. This rule says that the key to
achieve world-class expertise in any skill is, to a large extent, a matter
of practicing the correct way for a total of around 10,000 hours. I
acknowledge the fact that it is impossible to consider all experiences
before you write a program. Sometimes, it is also ok to bend the rules if
the return on investment (ROI) is nice. So, I remind you about the
Pareto principle or the 80-20 rule. This rule simply states that 80% of
outcomes come from 20% of all causes. This is useful in programming,
too. When you identify the most important and commonly used design
patterns and use them in your applications properly, you can make top-
quality programs. In this book, I discuss the programming patterns that
can help you write better programs. You may know some of them
already, but when you see them in action and go through the Q&A
sessions, you’ll understand their importance.
How the Book Is Organized
The book has four major parts:
Part 1 consists of the first two chapters, in which you will explore the
SOLID principles and learn to use the Simple Factory pattern.
Part 2 consists of the next 23 chapters, in which you learn and
implement all of the Gang of Four design patterns.
In the world of programming, there is no shortage of patterns, and
each has its own significance. So, in addition to the SOLID principles
and design patterns covered in Part 1 and Part 2, I discuss two
additional design patterns (Null Object and MVC) in Part 3. They are
equally important, commonly used, and well-known patterns in
today’s world of programming.
Finally, in Part 4 of the book, I discuss the criticism of design patterns
and give you an overview of anti-patterns, which are also important
when you implement the concepts of design patterns in your
applications. I also include a FAQ on design patterns.
Starting from Chapter 2, each chapter is divided into six major parts:
a definition (which is termed as “intent” in the GoF book), a core
concept, a real-life example, a computer/coding world example, at
least one sample program with various outputs, and the “Q&A
Session” section. These “Q&A Session” sections can help you learn
about each pattern in more depth.
You can download the source code of the book from the publisher’s
website. I have a plan to maintain the errata and, if required, I can
also make updates/announcements there. So, I suggest that you visit
those pages to receive any important corrections or updates.

Prerequisite Knowledge
The target readers for this book are those who are familiar with the
basic language constructs in Java and have an idea about the pure
object-oriented concepts like polymorphism, inheritance, abstraction,
encapsulation, and most importantly, how to compile or run a Java
application in the Eclipse IDE. This book does not invest time in easily
available topics, such as how to install Eclipse on your system, how to
write a “Hello World” program in Java, or how to use an if-else
statement or a while loop. I mentioned that this book was written
using the most basic features so that for most of the programs in this
book, you do not need to be familiar with advanced topics in Java. These
examples are simple and straightforward. I believe that these examples
are written in such a way that even if you are familiar with another
popular language such as C# or C++, you can still easily grasp the
concepts in this book.
Who Is This Book For?
In short, you should read this book if the answer is “yes” to the
following questions:
Are you familiar with basic constructs in Java and object-oriented
concepts like polymorphism, inheritance, abstraction, and
encapsulation?
Do you know how to set up your coding environment?
Do you want to explore the design patterns in Java step by step?
Do you want to explore the GoF design patterns? Are you further
interested in learning about Simple Factory, Null Object, and MVC
patterns?
Do you want to examine how the core constructs of Java work behind
these patterns?
Probably you shouldn’t read this book if the answer is “yes” to
any of the following questions:
Are you absolutely new to Java?
Are you looking for advanced concepts in Java excluding the topics
mentioned previously?
Do you dislike a book that has an emphasis on Q&A sessions?
“I do not like the Windows operating system and Eclipse. I want to
learn and use Java without them.” Is this statement true for you?
“I am already confident about GoF design patterns and other patterns
that you mentioned earlier. I am searching for other patterns.” Is this
statement true for you?

Useful Software
These are the important software/tools I used for this book:
I executed and started testing my programs using Java version 16.0.1
and the Eclipse IDE (version 2021-03 (4.19.0)) in a Windows 10
environment. When I started writing this book, they were the latest
versions. It is a big book and when I finished the initial draft, Eclipse
2021-09 was the latest edition and I kept updating the software.
Before I submitted the final version of the book, I tested the code in
Java 17 (version 17.0.1). We can surely predict that version updates
will come continuously, but these version details should not matter
much to you because I have used the fundamental constructs of Java.
So, I believe that this code should execute smoothly in the upcoming
versions of Java/Eclipse as well.
Anything that is the latest today will be old (or outdated) tomorrow.
But the core constructs (or features) are evergreen. All new features
are built on top of these universal features. So, I like to write code
that is compatible with a wide range of versions using the basic
language constructs. I understand that you may have a different
thought, but I like this approach for various reasons. If you know the
latest features, changing the code to them is easy. But the reverse is
not necessarily true. Take another common example: when you
provide support to your clients and fix code defects in an application,
you cannot use the latest language constructs in almost every case,
because the original product was created with a software version
that is old now.
You can download the Eclipse IDE from
www.eclipse.org/downloads/. You’ll see the page shown in
Figure FM-1.

Figure FM-1 Download link for Eclipse


Before I start coding, I use pen/pencils and paper. Sometimes, I use
markers and a whiteboard. But when I show my programs in a book,
I understand that I need to present these diagrams in a better shape.
So, I use some tools to draw the class diagrams from my code. In the
second edition of the book, I used ObjectAid Uml Explorer in the
Eclipse editor. It is a lightweight tool for Eclipse. But it did not work
for me with the updated versions of Eclipse. So, this time I used
another nice tool, Papyrus. It is an open-source UML 2 tool based on
Eclipse and licensed under the EPL. I was able to generate class
diagrams easily using this tool. In some cases, to make them better, I
added notes or edited a few things in the diagram so that you can
understand it easily. For example, consider Figure FM-2 (taken from
Chapter 14, when I discuss the Bridge pattern). You can understand
easily that the Papyrus tool will not show you the markers for
Hierarchy-1, Hierarchy-2, or BRIDGE inside the dashed rectangle. I
edited the original diagram to help you understand the components
better.

Figure FM-2 A class diagram that is taken from Chapter 14

In short, these diagrams help you understand the code, but to learn
design patterns, neither Papyrus nor Eclipse are mandatory. If you
want to learn more about this reverse engineering process, you can
refer to the following link:
https://wiki.eclipse.org/Java_reverse_engineering
.

Note At the time of writing, all links in this book work and the
information is correct. But these links and policies may change in the
future.

Guidelines for Using This Book


Here are some suggestions so you can use the book more effectively:
I assume that you have some idea about the GoF design patterns. If
you are absolutely new to design patterns, I suggest you quickly go
through Appendix A. This appendix will help you to become familiar
with the basic concepts of design patterns.
If you are confident with the coverage of Appendix A, you can start
with any part of the book. But I suggest you go through the chapters
sequentially. The reason is that some fundamental design techniques
may be discussed in the Q&A Sessions of a previous chapter, and I do
not repeat those techniques in later chapters.
I believe that the output of the programs in this book should not vary
in other environments, but you know the nature of software: it is
naughty. So, I recommend that if you want to see the exact same
output, it’s best if you can mimic the same environment.

Conventions Used in This Book


Here I mention only two points. In a very few places, to avoid more
typing, I have used the word “he” only. Please treat it as “he” or “she”,
whichever applies to you.
To execute a program, I put all parts in the same folder/package. So,
in most cases, I chose the package-private visibility. But if you want, you
can increase the respective visibilities to public to reuse those parts. I
used separate packages for separate programs to help you find all parts
of a program at the same place.
Finally, all the output and code of the book follow the same font and
structure. To draw your attention, in some places, I have made them
bold. For example, consider the following output fragment (taken from
Chapter 15, when I discuss the Template Method pattern) and the line
in bold:
***Template Method Pattern with a hook method.***
Computer Science course structure:
1. Mathematics

2. Soft skills

3. Object-Oriented Programming

4. Compiler construction.

Electronics course structure:


1. Mathematics

2. Soft skills

3. Digital Logic and Circuit Theory

Final Words
I must say that you are an intelligent person. You have chosen a subject
that can assist you throughout your career. If you are a
developer/programmer, you need these concepts. If you are an
architect of a software organization, you need these concepts. If you are
a college student, you need these concepts, not only to score high on
exams but to enter the corporate world. Even if you are a tester who
needs to take care of white-box testing or simply needs to know about
the code paths of a product, these concepts will help you a lot.
This book is designed for you in such a way that upon its
completion, you will have developed an adequate knowledge of the
topic, and most importantly, you’ll know how to proceed further.
Remember that this is just the beginning. As you learn about these
concepts, I suggest you write your own code; only then will you master
this area. There is no shortcut for this. Do you remember Euclid’s reply
to the ruler? If not, let me remind you of his reply: There is no royal
road to geometry. So, study and code. Understand a new concept and
code again. Do not give up when you face challenges. These are the
indicators that you are growing better.
Lastly, I hope that this book can help you and you will value the
effort.
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