Book Image

Hands-On Design Patterns with Java

By : Dr. Edward Lavieri
2 (1)
Book Image

Hands-On Design Patterns with Java

2 (1)
By: Dr. Edward Lavieri

Overview of this book

Java design patterns are reusable and proven solutions to software design problems. This book covers over 60 battle-tested design patterns used by developers to create functional, reusable, and flexible software. Hands-On Design Patterns with Java starts with an introduction to the Unified Modeling Language (UML), and delves into class and object diagrams with the help of detailed examples. You'll study concepts and approaches to object-oriented programming (OOP) and OOP design patterns to build robust applications. As you advance, you'll explore the categories of GOF design patterns, such as behavioral, creational, and structural, that help you improve code readability and enable large-scale reuse of software. You’ll also discover how to work effectively with microservices and serverless architectures by using cloud design patterns, each of which is thoroughly explained and accompanied by real-world programming solutions. By the end of the book, you’ll be able to speed up your software development process using the right design patterns, and you’ll be comfortable working on scalable and maintainable projects of any size.
Table of Contents (15 chapters)
Free Chapter
1
Section 1: Introducing Design Patterns
4
Section 2: Original Design Patterns
8
Section 3: New Design Patterns

Questions

  1. What are the four purposes of creational design patterns?
  2. What are the six creational design patterns?
  3. What are the two categories of creational design patterns?
  4. What is unique about abstract classes in Java?
  5. Which design pattern creates an interface that is used to create multiple objects without prior knowledge of the concrete class?
  6. Which design pattern is used to create separation between object instantiation and representation?
  1. Which design pattern allows subclasses to determine which class to create?
  2. Which design pattern allows us to specify a category of objects using a prototype instance?
  3. Which design pattern is used to delegate object creation to a specific class?
  4. Which design pattern ensures there is only one instance of the class?