Summary of Creational Patterns in Java

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Summary of Creational Patterns
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Following is a summary of the Creational patterns:
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Factory pattern used to choose and return an instance of a class from a number of similar classes based on data you provide to the factory Abstract Factory pattern returns one of several groups of classes In some cases, it actually returns a Factory pattern for that group of classes Builder pattern assembles a number of objects to make a new object, based on the data with which it is presented Often the choice of which way the objects are assembled is achieved using a Factory pattern Prototype pattern copies or clones an existing class rather than creating a new instance, when creating new instances is more expensive Singleton pattern ensures that there is one and only one instance of an object and that it is possible to obtain global access to that one instance
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Section 3: Structural Patterns
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A structural pattern describes how classes and objects can be combined to form larger structures Class and object patterns differ in that a class pattern describes how inheritance can be used to provide more useful program interfaces An object pattern describes how objects can be composed into larger structures using object composition or by including objects within other objects
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Adapter pattern can be used to make one class interface match another for easier programming
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We'll also look at a number of other structural patterns where we combine objects to provide new functionality
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Composite pattern creates an object (a composition of objects), each of which may be a simple or a composite object Proxy pattern creates a simple object that takes the place of a more complex object which may be invoked later, such as when the program runs in a networked environment Flyweight pattern for sharing objects, where each instance does not contain its own state, but stores it externally This approach allows efficient sharing of objects to save space when there are many instances, but only a few different types Fa ade pattern used to make a single class represent an entire subsystem Bridge pattern separates an object's interface from its implementation so you can vary them separately Decorator pattern lets you add responsibilities to objects dynamically
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You'll see that there is some overlap among these patterns and even some overlap with the Behavioral patterns in the next section We'll summarize these similarities after we have described all of the patterns
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9 The Adapter Pattern
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The Adapter pattern converts the programming interface of one class into that of another You use adapters whenever you want unrelated classes to work together in a single program The concept of an adapter is thus pretty simple: You write a class that has the desired interface and then make it communicate with the class that has a different interface There are two ways to do this: by inheritance and by object composition In the first, you derive a new class from the nonconforming one and add the methods that you need to make the new derived class match the desired interface In the second, you include the original class inside the new one and create the methods to translate calls within the new class These two approaches, termed class adapters and object adapters, are both fairly easy to implement in Java
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Moving Data between Lists
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Let's consider a simple Java program that allows you to enter names into a list and then select some of those names to be transferred to another list The initial list in the example consists of a class roster, and the second list consists of class members who will be doing advanced work In this simple program, shown in Figure 91, you enter names into the top entry field and then click on Insert to move the names into the left-hand list box Then, to move a name to the righthand list box, you click on it and then click on Add To remove a name from the right-hand list box, click on it and then on Remove This moves the name back to the left-hand list Figure 91 A simple program to enter and choose names
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This is a very simple program to write in Java 12 It consists of a GUI creation constructor and an actionListener routine for the three buttons A Command pattern, or even a simple set of if statements, can then call the following actions on the two lists:
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//add a name to the left-hand list private void addName() { if (txtgetText()length()> 0) { leftListadd(txtgetText()); txtsetText(""); } } //-------------//move a name from the left to the right list box private void moveNameRight() { String sel[] = leftListgetSelectedItems(); if (sel != null) { rightListadd(sel[0]); leftListremove(sel[0]); } } //-------------//move a name from the right to the left list box public void moveNameLeft() { String sel[] = rightListgetSelectedItems(); if (sel != null) { leftListadd(sel[0]); rightListremove(sel[0]); } }
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