Motivation in Java

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Motivation
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Applicability Structure Participants Collaborations Consequences
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Implementation
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Sample Code Known Uses Related Patterns
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The Gang of Four Patterns
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The Design Patterns book presents descriptions of twenty-three
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different patterns Since it was first published, other software designers have developed and defined new patterns See Resources on page 223 for a list of some other pattern resources However, the GoF Design Patterns remains the standard reference, and this section presents a brief description of the GoF patterns The last section presents an example of how patterns can be used in the design of a real software system, in this case, Wmvc and MovieCat Creational Patterns
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Abstract Factory
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An Abstract Factory is a class that is used to create instances of other objects that are related to or depend on each other An example of this is creating GUI components for different GUI toolkits The Abstract Factory will let the application see a unified component, while it creates the appropriate concrete object for a given look-andfeel
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Builder
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The Builder pattern is used by a Director class to construct different complex objects based on a specific requirement An example is creating a text converter object that can convert text to different formats depending on how the converter is built
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Factory Method
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A Factory Method provides a common interface for creating subclasses The factory method is defined in the top level class definition, but instantiation of the subclasses determine which specific instance of the factory method is used
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Prototype
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The Prototype pattern can reduce the number of different classes used by creating new object instances based on a copy or clone of an original prototype instance The copies can then be modified to carry out their different responsibilities
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Singleton
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Often there will be situations where there needs to be one and only one instance of a class Rather than relying on the programmer to create only one instance of a class, the Singleton pattern will create only one instance of a class, and makes that instance accessible by other objects Structural Patterns
Adapter
The Adapter pattern is used to adapt an interface of one class so that it can be used by a different class that originally could not use it The adapter is sometimes called a wrapper For example, adapters or wrappers are often written for existing libraries so that a new application can use the library
Bridge
A Bridge is used to decouple an abstraction from its implementation The Bridge pattern is often used to build drivers, such as a printer driver, which connect an application program with a real printer It is possible to vary the abstraction and the implementation independently
Composite
The Composite pattern is used to compose whole-part hierarchies into a tree structure that will let the client treat either the individually
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objects, or compositions of those objects uniformly An example is a graphical object, which can be made up of individual graphics (like a line or a square), or other graphical objects (a picture in a picture)
Decorator
The goal of the Decorator pattern is to add more responsibilities to an object dynamically, and avoid subclassing An example is adding scrolling to a text view The scrolling object surrounds the text view, handles the mechanics of the scroll bar, and then tells the text view to display itself appropriately
Facade
The Facade pattern provides a higher level unified interface to a set of objects in a subsystem The extra layer provides a simpler interface to the subsystem, and helps to avoid coupling between classes
Flyweight
The Flyweight pattern is used to efficiently use a large number of small objects with sharing An example is sharing representation of individual characters in a document formatting program
Proxy
The Proxy pattern is similar to the Adapter in that it provides an interface layer between objects While an Adapter will change the interface, a Proxy doesn't change the interface, but instead will control the access to one object from another Behavioral Patterns