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
Section 1: Introducing Design Patterns
Section 2: Original Design Patterns
Section 3: New Design Patterns

Understanding the event-driven pattern

The event-driven architectural pattern is for highly adaptable, distributed systems. It is used to implement applications that involve transmitting events in a decentralized system. With this pattern, events have publishers and consumers. Using this pattern allows for more efficient development of large distributed systems.

This pattern can be used for web systems, business processes, games, and almost any application you can think of that has events. Events can be button-clicks, inputs via a stream, automated analysis results, in-game conditions, such as collision detection, and so on.

The event-driven architectural pattern comes in two forms—broker and mediator. We will look at both of these pattern forms in the following sections.