Book Image

Design Patterns and Best Practices in Java

By : Kamalmeet Singh, Adrian Ianculescu, Lucian-Paul Torje
Book Image

Design Patterns and Best Practices in Java

By: Kamalmeet Singh, Adrian Ianculescu, Lucian-Paul Torje

Overview of this book

Having a knowledge of design patterns enables you, as a developer, to improve your code base, promote code reuse, and make the architecture more robust. As languages evolve, new features take time to fully understand before they are adopted en masse. The mission of this book is to ease the adoption of the latest trends and provide good practices for programmers. We focus on showing you the practical aspects of smarter coding in Java. We'll start off by going over object-oriented (OOP) and functional programming (FP) paradigms, moving on to describe the most frequently used design patterns in their classical format and explain how Java’s functional programming features are changing them. You will learn to enhance implementations by mixing OOP and FP, and finally get to know about the reactive programming model, where FP and OOP are used in conjunction with a view to writing better code. Gradually, the book will show you the latest trends in architecture, moving from MVC to microservices and serverless architecture. We will finish off by highlighting the new Java features and best practices. By the end of the book, you will be able to efficiently address common problems faced while developing applications and be comfortable working on scalable and maintainable projects of any size.
Table of Contents (15 chapters)
Title Page
Packt Upsell
Contributors
Preface
Index

The observer pattern


As we advance in this book, we keep mentioning how important decoupling is. When we reduce dependencies, we can extend, develop, and test different modules without having to know the implementation details of other modules. All we have to know is the abstraction they implement.

However, modules should work together in practice. And it's not uncommon that changes in one object are known by another object. For example, if we implement a car class in a game, the engine of the car should know when the accelerator changes its position. The naive solution would be to have an engine class that checks from time to time the accelerator position to see whether it has changed. A smarter approach would be to make the accelerator call the engine to inform it about the changes. But this is not enough if we want to have well-designed code.

If the Accelerator class keeps a reference to the Engine class, what happens when we need to display on screen the position of Accelerator? This is...